recursal/Fanatic-Fandom huggingface dataset:
Journey and Quick Journey

Journeys skip Turns and grant Gear, Resources, or Gold upon successful completion.

## Journey

* Completing a Journey costs 1 Journey TKT (ticket) and Gold.

* Journey TKTs are always available by performing PvP Rank Battle (win or lose) at a rate of 1 TKT per battle, and a flat 10 TKTs from the Daily Mission, "Discover gossiped items 1 time."  Rank Battle tickets recharge every 1 hour of real time, and have a maximum of 20 tickets.  Journey TKTs are frequently rewards from Rifts and Event.  Journey TKTs can be purchased from the Shop / Regular / Misc at a rate of 50 Jewels per 10 Journey TKTs, or by watching up to 3 advertisements at a rate of 3 Journey TKT per advertisement.

* Selecting Journey brings you to the realm of another player that has a Honor Title rank within a margin of your own Honor Title rank.  The Journey TKT is consumed upon attacking a Dungeon or Fortress, or selecting a new Realm.  The Journey TKT is not consumed if the Journey is abandoned, but the gold is not refunded.

* Successfully attacked Dungeons or Fortresses grant 3 random drops. Each Dungeon and Fortress has a specific pool of available drops.  You will sometimes be given the option for 3 additional random drops for [a cost].

* Completing 5 Journeys grants 3 Combat Book II from a Daily Mission.  Quick Journeys do not count for this mission.

## Quick Journey

* Quick Journey is also known as Quixpedition.

* Quick Journey is toggled on the same button as Journey.  Choosing a Quick Journey lets you select up to 3 among Dungeons and Fortresses.  If there is another player with a conquered Dungeon or Fortress that has a Title rank within a margin of your own Title rank, you automatically complete the Quick Journey.

* Quick Journeys cost 1 Journey TKT, and no gold.  You will never be given the option for 3 additional random drops.

## Tips

* The Corrupt Dungeon Adventurers Association will grant +1/2/3/4/5 Turns skipped to every Journey or Quick Journey.
* Recommended Gear for new players from Journeys: Swing Pink (Exploration), Marble Compass (Watchtowers), Steel Shovel (All Dungeons and Fortresses), Rock Breaker (for additional PRD), Reinforced Cart (for additional TRS), Smart Shovel (All Town Station Companions). It is beneficial to raise these gear to +6 Upgrade except for Smart Shovel, where increased benefits are negligible.
Raina

She is best town companion for now with 4th and 5th skill that increase **all** facilitties's capacity and profit. Using her will make your GPT up like hack.

She is an event companion so you cannot roll her from Recruitment. The only way to obtain her is using Selection ticket, which can be bought from Jewel shop sometime or from the beginner rewards.
Alchemy Association

## Introduction

The Alchemy Association is a very important building. As is explained here, players should try and rush to level 8 so they can quickly build it.

* **At level 10 upgrade, the building gives 5,000 Cleaner or 50,000 Essence of your choosing every 20 minutes.**
* You can get around 3.6mil Essence or 360k cleaners a day at this rate.
* Considering you can only get so many types of Cleaners from Shrines, the building is very important to Stabilise regions efficiently, although it can barely keep with near-minimum stabilization of one area.
* If you change the target cleaner/essence, all materials added will be lost.
* You can also use it to produce blue essence for crafting or produce grey/green essence for companion upgrades.
Cursed Tree Advent

**Important Note: They should be adding another way to get Crafting Currency on the patch around 10th April. Until then, you only have the one-time rewards from the Rift.**

## Introdution

This advent is a field boss + rift event, with a comparitively easy boss and rift stages. The bonus companions are also very good. Please use the following index to navigate quickly:

###  New Companion

The new companion Aries has pull and knockback immunity, making her potential for certain fights such as Green Cube Boss great. She also has higher HP than ATK as an adventurer, MSPD debuff removal, and two skills with very high mods (50% with 480% of original damage as bleed, and 800% every 6 attacks).

###  New Gear

It is the best PATK item to-date.

Imagine the following item with double crit refines. (Full upgrade table can be found at Gear)

Stats at +10
 Crit Rate
 Crit DMG

###  Bonus Companions

Using any of these companions gives you a bonus in currency both for field boss and rift. Since you have multiple attempts at field boss, you can burn off a majority of its hp in one fight, and kill it with a bonus party.

###  New Boss (Skills & Guide)

Skill Table and Help
 Thorn Bark
 Deep-rooted tree
 Dark
 Swallow

**General Guide:**

As you can see,it's a weak ass boss with a ton of health. The battle devolves to a damage race: can you kill it before the timer runs out?

You need only one or two healers: Elle and Celenia preferred.

Although fire damage dealers are preferred (juhong with the new weapon is sick, and antenore always has been), Elise is extremely good for this boss because of his high HP. Give her something like Fire Witch's Hat with high ASPD and watch her go. Of course, for the rift boss it's better to use Rift Gear, but only old players have that.

No tank is required, at least for the first rift.

## Rift Part I

Add friends who have strong Antenor/Elise to clear the bosses you can't yourself. Ask in the discord, even if you don't get a permanent spot, many people will be more than happy to give temporary friend spots.

The whole rift is ridiculously easy. Even if you're very weak, friend units should carry you through all the floors easily. Use Ashes against the floor 100 boss if you're too weak, as its AoE might wipe you.
Alliance

## Introduction

Alliance is a guild/clan system. You can battle Alliance members at any time, even if you're not friends with them. In this game it's very difficult to progress on your own. So join an alliance, find some friends, and visit the community at official reddit/unofficial discord.

## Azit

The Azit contains buildings that can be built at the cost of Medals, that are gained from defeating the Alliance Boss. The buildings give buffs of various sorts, aall of which stack even within the same type of building (8% PATK and 6% PATK give total 14% PATK).

If you fail to finish the Azit building in time, it'll be demolished and you won't get back any materials contributed.

**Very Important**: Azit Buffs are very, very important. They're crucial in the last 3 Rifts, you go from being a winner to getting your ass handed to you. So join an alliance, and make sure they have decent Azit buffs.

## Alliance Boss

Alliance Boss has three phases :

1. Gathering "Fury" to start the Battle Phase.
2. Battle Phase during which actual fighting takes place (lasts 12 hours).

During the battle phase, you begin with 6 battle tries and get 1 each hour for the next 12 hours. You also get 1 extra try if you kill the boss (you're the one to reduce HP to 0 for any level of the boss).

###  Fury

Each boss needs a certain amount of "Fury" to begin the battle phase. For this, you have to put explorers in areas of the area group in which the Alliance Boss is related to.

* Fury Groups by Boss:
	+ Klaud : Southeastern Mountains
	+ Ashwood : Eastern Mountains
	+ Natrix : Southern Desert
	+ All zones give Fury
	+ Zones with higher min turns give more fury
* Each successful exploration gives a small amount of fury.
	+ If explorer's job matches the area, you get double fury from succesful exploration.
* Each succesful monster capture gives:
	+ Ancient: 7 Fury
	+ Legendary: 18 Fury
	+ Immortal: 37 Fury
	+ Mythic: 70 Fury

###  General Guide

Alliance Bosses do insane amounts of damage, and have a "Melee Splash" damage type. You can only use Shielded Adventurers for the frontline, and even then only 1 (because of the Splash they die at the same time anyways). Elpaiton is amazing for this as he has 30% knockback resist and 7 shields.

Most of your damage will be the burden of ranged units.

* **Popular Frontline choices**,
	+ Elpaiton : Multi-hit, 7 shields, 30% knockback resist with high MSPD.
	+ Heidi : Multi-hit, 5 shields, but has Def debuff.
	+ Delfranco, Rautle and Moon Jiangshi (monsters) : Have high base stats.
	+ Paiton, etc : Shielded Adventures with no Multi-Hit are usable, but slower in breaking Natrix shields.

Note: Early on, monsters will deal a lot of the damage because of their high base stats. But eventually Elpaiton overtakes them with gear and ennobles.

###  Klaudteron

“Defender of the Red Mountains, his fury zones are in the Southern Desert.”
Here.

###  Ashwood

“Defender of the Ice Mountains, his fury zone is found near the Eastern Mountains.”
Here.

###  Natrix

“The ruthless menace who spawns force fields to defend itself.”
Here.
Domain Boss

## Introduction

Domain Bosses are the villains of their respective Domains.

* Domain Bosses appear alone in a battle.
* You must face the Domain Boss 5 times as a blockade per Domain: From Lvl 1 to Lvl 5 in increasing difficulty.
* In fortresses, the Domain Boss can appear as an enemy at the last stage of the fortress. It is slightly more powerful than the lvl5 version of the Boss.
* The more the number of stages in a Fortress, the higher the chance of the Domain Boss appearing.
* Like other fortresses fights, you can use multiple attempts to defeat the Domain Boss. This doesn't work for the lvl1-5 versions in blockades.
* **Some ennoble materials can only be gained by defeating the Bosses.**

The following subsections give a briefing of the Domain Bosses for each Domain, but detailed information can be found on their seperate pages.

###  Winfred

**The Boss for the Winfred Domain is .**

It is of the **Shield Knight** class, and has a strong fire AoE damage. The common tactic is to have a high MSPD combatant that can stick to the Boss, thus negating its skill that deals the fire AoE damage.

###  Kaybern

**The Boss for the Kaybern Domain is .**

It is of the **Adventurer** class and deals significant AoE damage. Reminiscent of the Cheerful Yowis (Green Cube Boss), it can deal AoE damage and jump back after a while. It also has Bleed DoT, against which Kino is great.

###  Kordo

**The Boss for the Kordo Domain is .**

It is of the **Healer** class and is very difficult to kill if you have a mage in your party. It has healing skills as well, which Shielded units help abate. Most of the tactics for this boss come down to a DPS race: out-damaging its healing.

## Useful Companions

Following is a list of companions that are very useful in Domain fights:

* Kino : Has Bleed DoT reduction buff, along with other extremely useful buffs.
* Foria : Has Fire DoT reduction buff. Also, a 30% ATK buff for all allies in domain fights.
* Heatgrill : Takes reduced damage from Fire, resulting in much use against the Winfred Boss.
* Heidi, etc. : Shielded units help against the healing of the Kordo boss, and Heidi does significant damage in PvE fights. Can also use other Shielded Non-Mages (no Jinryong).
* Sylar : The best combatant to kill bosses, he does amazing damage against bosses with minimal effort in building him up.

## See Also

* Domain
* Domain Monsters
* Watchtowers
* Shrines
* Domain Lords
* Domain Fortress
Juhong

## Highlights

Before Fantasy was widespread, she was one of the strongest units. With high upgrades and ennobles, she's still quite dangerous, but it's also hard to narrow the stat-gap from fantasy.

There are better Archer choices right now, such as Arley, Nohara, and Rudra, so she also isn't great as a starter unit. However, **it is important** to note that she is only shadowed because of the fantasy upgrade. Once she gets fantasy herself, I expect her to blow most competition out of the water.

A bit of an explanation:

1. Her resurrect is unique. It deals AoE damage to the enemies that hits for a ton and also gives her a massive shield. Her attacks then transform to AoEs and deal tons of damage.
2. Her main skill has decent modifier and knocks back enemies. I don't care if you're using a tank; knockback is important for archers.

## Ennoble

 +10E20
 +10E40
 +10E60
 +10E80

## Skills Info

All Skills are at lvl5 (MAX).
Krillkard

Go Back

## Introduction

**The Boss for the Winfred Domain is **Krillkard**.**

It is of the **Shield Knight** class, and has a strong fire AoE damage. The common tactic is to have a high MSPD combatant that can stick to the Boss, thus negating its skill that deals the fire AoE damage.

## Skills

 Fire Breath
 Fire Aura
 Deflect
 Fiery Roar

## Team Example 1

**Beatra Level: 88**

The idea is to heal through the boss's damage while Sylar obliterates him. Without a proper setup, the alliance gear on Sylar is probably the quickest way to get the most damage. Celenia is there mostly to boost Sylar's damage as well. Juhong is there just to ensure that the boss dies before 40 seconds.
Journey

## Journey vs Quick Journey by Honor Rank

I'd suggest going for Quick Journey as soon as you get it.

Once you are at a high Honor Title (around Marquis), you should switch to Manual Journey because these monster battles will give you much lesser honor points (1-6).

Here's the explanation:

* You spend a significant amount of time doing manual journey, only to get 12 honor points. You can't even choose the loot you get.
* With quick journey, you save the time of doing manual journey. It yields 0 honor points, but you use that time to do more quick journeys and fight more monsters (fight monsters faster than manual journey, and yields 12 honor points at the start).
* Thus, you should be able to grind honor faster this way. Plus, you get to choose your loot.

###  Quick Journey

Quick Journeying gives no honor points, but it's much faster, and you get to choose the kind of dungeon you want to visit (and hence the drops you'll get). Did I mention it saves time? It's a one-click button that finishes your explorations quickly.

Let's count the steps involved:

* Click the button. **-> Short processing screen.**
* Click "accept" on loot.

###  Manual Journey

Manual Journey gives honor points depending on the dungeon your invade (more on that here). It's highly useful after Marquis because most monsters will give you 1-6hp. At Emperor everything gives 1 honor point, other than dungeons.

Let's count the steps involved:

* Click the journey button.
* Select if you want to journey or cancel. **-> Moves to loading screen**
* Click on "Dungeon Info." Select a dungeon (takes a second or two to decide if you're at a high honor rank), click "Inspection". **-> Short transition screen.**
* Click Attack. Moves to the screen where you can select your team. Click Fight. **->Loading Screen.**
* Skip Fight. See Result. Click anywhere on screen. -> **Loading Screen.**
* Click Anywhere on screen to accept loot. Done.

###  Fighting Exploration-Discovered Monster

This section is for completeness.

* Click on monster. Click Capture. Click Fight. **->Moves to loading screen.**
* Skip Battle. See Result. Click anywhere on screen. -> **Loading screen.**
* Repeat steps until all the monsters that give you 6+ honor points are dead.
Fuse-Up Event

## Explanation

Usually, the Fuse rate for companions is fixed at:

* 8 Novice = 1 Expert
* 8 Expert = 1 Elite
* 8 Elite = 1 Master
* 4 Master = 1 Master

However, during the Fuse-Up event, fusing Novices and Experts has a small and larger (but still small) chance to get a Master companion, respectively. Novices also have a chance to give Elites upon fusion.

Elite and Master units see no overall rate change for fusing, but depending on the event certain companions have a higher chance of being the result of fusion.

So, it is suggested that you only fuse Novices but keep all your Expert units in inventory (might have to increase its capacity) as you wait for Fuse-Up event.

It happens every few months and the Tavern is a great place to get Expert companions from.
Domain Lord

## Introduction

The Domain Lords are the NPC Lords of their respective domains that you can visit. The story for each of them is that they've lost a majority of their own domains to a different villain Boss each, and you must help them win it back.

As you're there just to help the Domain Lord, you face **certain restrictions**:

* The Domain Lord must participate in every battle. Effectively, this means you can only have 4 of your units participate in a battle.
* The Fortress dungeons you find in the domain can't be kept like in your own domain, you only get 3 random domain materials (6 if Boss is encountered) once you conquer them.
* You don't encounter Monsters like in your own domain. Instead, you must conquer fortresses to have a chance at capturing the displayed monsters.

###  Beatra

**The Domain Lord for Winfred is Beatra.**

Is a **Shield Knight** class, she serves a great tank and can even buff the party.

###  Danan

**The Domain Lord for Kaybern is Danan.**

Is a **Archer** class, she's a total piece of crap.

###  Lilith

**The Domain Lord for Kordo is Lilith.**

Is a **Healer** class, she can function as both a Healer and a Mage depending on her skill selection.

## See Also

* Domain
* Domain Monsters
* Watchtowers
* Shrines
* Domain Bosses
* Domain Fortress
Camps

## Introduction

Camps are a **"set-and-forget"**, **"fixed-turn"** building used for gathering exploration materials.
Camps unlock at Count 3.

**Camps are extremely useful for gathering exploration materials, such as legendary bones and whatnot.**

### Steps

1. Open the map. In the lower right corner, look for the **Construction** button.
2. The available camp will be automatically selected/highlighted.
3. Take a look on the right, and make sure you satisfy all conditions, including having the required gold.
 **Quantity —** Total Camps you can build.
 **Limit —** Total explorers you can send out.
4. After the Camp has been built, you can put an explorer in it.
	1. This is the explorer working in the Camp.
	2. These are the Exploration Items you can obtain.
	3. This is information about the Camp.
	 **Exploration T: Remaining Turns/Total Turns
	Exploring Count : Items Gained per Exploration
	 Max Storage : Total items that can be stored.**

### How it works

* You need an explorer that meets the minimum total stat requirements (MBT+DSC+LCK) to start using the Camp once you've built it.
* Camps can only be built in areas of Trusting Intimacy, and you won't find dungeons or monsters in the area while the Camp is up.
* Each Camp has a fixed number of turns (say, X) for each exploration, which depends on the Area Group the Camp is in.
* After every X turns, the Camp adds Exploration Items to its storage from the ones available in the area. You can collect them at your own leisure (upto a maximum storage).
* The "duration" shown below a Camp decreases with turns, instead of just real time. So using journey tickets decreases it as well.
* As Camp is also a type of Exploration, so the Exploration member limit applies.

### Important

* Camps are great for collecting Legendary materials. Even if they cost more turns, you end up with more legendary materials than you would with normal exploration.
* In the final areas of the Big4, even end-game explorers will have a hard time getting anywhere near the turn count of camps.

## Requirements

Given below are the total stat requirements and cost in gold for building a camp in each area group.

## Associations

You can decrease the turn count and increase max storage of camps through turn counts. However, neither of these are high priority associations. They can be rushed through within 5 minutes if you've got the .
Check them out in Associations.
Industry

## Introduction

Industry can be Activated, Upgraded using Materials and Gems, and Deactivated. Deactivating an industry won't undo your upgrade, or the buildings built in town (allowing you to reset industry after finishing the buildings).

You can get industry points from Associations and Ranking Up.

###  For Beginners

-Get the 5 Industries for element dungeons to lvl 3.

-Get the Town Industries as needed.

-Get the Dungeon Closure Reward to max.

-Don't get the Road Industries that decrease exploration time as MBT alone can cap areas and is easier to acquire early.

###  For Intermediates

Consider getting the Industry for Station Stats (the 2nd one with most jobs) to max, to help meet stat requirements for Fortresses. For Explorers focus on MBT to reduce turns further, LUK and DISC are optional.

The Domain Capture, Fortress and Shrine industries are debatable grounds, and don't bother with any other on that page. For these three, the % is multiplicative, not flat. So, max fortress industry increases its rate by half a percent or so.

Finally, get Mythic Weapon Crafting to craft event gear.

###  For Advanced Players

Consider getting the Road Industries if you've gotten into detailed exploration since you'll start capping out on Companion MBT Limits.

Element Dungeon Lv 4 is for Immortal Dungeons, which are mainly for Immortal Materials as Legendary are easily acquired from Fortresses which require no extra investment. It is advised to only pick this up when you have a good income of Legendary Materials for Expansion and Mythic Stationers built (1.15k PRD/MNG) to Invest into Immortal Dungeons as you can always buy the Immortal Materials off AH instead by selling the Expansion materials. Later on you can also sell the immortal Mats if you can sustain it.

Element Dungeon Lv 5 should only be done very very late as it requires a hefty amount of materials and a Fantasy Companion (or nearly Maxed out Mythic+10) but gives the more expensive Immortal Mats

The dungeon farming industries can be very useful to empty out dungeons faster, but you can just use Gear Refines for that as well.

You can consider getting the Quarry industry, but it's not a requirement.
Black Welsh Mountain

**The Black Welsh Mountain** sheep is a color type of the Welsh Mountain sheep. It occurs occasionally in flocks of other colors, but is now often maintained as a separate strain. Like other Welsh Mountain sheep it is found mainly on the hills in Wales, but is also kept elsewhere. The worldwide population of Black Welsh Mountain sheep is approximately 10,000. Apart from being wholly black, the Black Welsh Mountain is like other Welsh Mountain sheep – small and hardy with no wool on the face or legs; the males are horned, but females are normally polled.
Gaylette Mordo (Queen Ozette)

## Biography

Queen Ozette was born a Vorm Witch. In her early lie she made a great enemy of the Vorm Royal Family especially the witch, Vivienne which would later result in her death,

## GENERAL INFORMATION

### AFFILIATION

Vorm Witches (Formerly), Masters of the Mystic Arts, Royal Family of Oz

### ENEMIES

The Gnome King, Darth Tenebrous (Indirectly), Sith Order (Indirectly), Vivienne Gaynore

## FAMILY

Gaylette (Ozette) Mordo was born a full blooded witch. She is the progenitor of most of the witches that exist in Oz as well as their descendents. All the witches except for Vivienne and Morgana inherited their powers from her.

### RELATIVES

Ozroar Mordo (Spouse), Syrus Mordo (Son), Pastoria Mordo (Son), Morgana Mordo (Daughter-In-Law), Langwidere Mordo (Granddaughter), Singra Mordo (Granddaughter), Locasta Mordo (Granddaughter), Evanora Mordo (Granddaughter), Glinda Mordo (Grandaughter), Theodora Mordo (Granddaughter)
Water

“Melkui's body reflects damage from throwing weapons. Watch for its continuous Magic damage.”

## Introduction

Of the mage class, it reflects damage from Archers and attacks with AoEs in quick succession.

## Guide

High MATK AOE damage, with a lethal explosion that is almost guaranteed to wipe your whole team after 45 seconds.

Archers and Mages will have their damage reflected (Always reflect damage from Archer, periodically reflect damage from Mage). This, however, doesn't mean you cannot bring Archer or Mage to the fight, but you cannot use them as a main Damage Dealer.

This leaves us the only option of using Adventurer as damage dealer. But with the knockback in the normal attack, it is recommended to bring (Jin) Anaris to increase knockback resist, or Ein to reduce travel time after getting knockbacked.

###  Notable Units

Formation: 2-3 Adventurers as dps + Magic Damage Reduction + Healers/Buffers/Specials

* **Adventurers**:
	+ Aries: 2nd best adventurer boss killer. High damage and immune to knockback makes her the best choice.
	+ Bronks: Best option for damage. 80% Knockback Resist and slow ASPD means that little knockback he will receive doesn't impact his damage potential that much.
	+ Asmodeo/Cayan/Edin: High dps.
	+ Elise: Has a skill that deals enemy's MAX HP as damage. Downside is slow. Not recommended unless you have Ein.

* **Specials**:
	+ Ein: Pulling Melkui toward you. Reduce the amount of travel time after being knockbacked. (Also a decent damage dealer)
	+ Nohara: Reduce MATK of Mage class (This includes the boss) by 60% with her skill 5 at max level. (MUST HAVE in higher level cube)
	+ (Jin) Anaris: Increase knockback resist. (And a healer too)
* **Magic Damage Reduction**: (These units won't stack with each other. Highest value will take priority)
	+ Lawrence: Level 6 4th skill, 30% Magic Damage Reduction to all allies after transformation. Because of her transformation requirement, it is recommended to keep her at low level so she can trigger it easily.
	+ Dustin: Level 5 3rd skill, 30% Magic Damage Reduction
	+ Seruj: Level 5 3rd skill, 20% Magic Damage Reduction to all allies. But be careful, her 2nd skill grants 40% Crit Damage to all mages (this includes the boss)
	+ Celenia: Level 5 2nd skill, 20% Magic Damage Reduction
	+ Reny: Level 5 5th skill, 20% Magic Damage Reduction
	+ And more
* **Healers/Buffers:**
	+ Wedding Lin: Best offensive buffer ingame
	+ Elle: Best healing capability
	+ Ashes/Jin Bachmaul/Emily: All of them have an AOE damage reduction that does not stack with each other. (MUST HAVE in higher level cube)
	+ Alpha: Reduce MATK of the enemy. (only use if you don't have Nohara)
Monster Mission

## Introduction

Various missions related to monsters can be found to the right of the "Daily Mission" button. Fulfill them to earn the rewards.

**Time Remaining:** May 21 2019 23:59:00 +0900

###  Stage 2/3

 Capture 7 Mythic monsters.
 Capture 6 Immortal monsters.
 Fight Monsters 50 times. (Manual and ALL sweep both count as 1 fight in domain)
 Upgrade 1 monster to +7. (Use legendary or less monster)
 Capture 60 monsters.
 Greet 300 monsters.
 Completed all missions.
Jin Anaris

## Highlights

"Literally just a better Anaris."

* Jin Anaris just normal Anaris with higher stats and fantasy options. Her stun and kb resistance buffs are pretty bad.
* Her healing is good-ish.
* Her ASPD buff skill needs to be tested, but it looks like it could have some useful niches.
* Conclusion: Not a desirable unit. If you have it, that's fine.

## Ennoble

 +10E20
 +10E40
 +10E60
 +10E80
Ashwood

## Guide

Ashwood's skills can hit both the front and backline units continuoysly, making it the hardest boss to fight against. Her spike attack will hit the furthest unit in the back, plus all units within the small range around that unit. This causes your unit choices to be very limited when fighting against her.

The popular tactic for Ashwood is to use Lutes to place shields on your ranged damage dealer (be it Sylar, Seyona or Hecate), which requires a pretty specific setup. While rather limiting in terms of team composition, it proved to offer the highest and most consistent damage.

The strategy is the same as Klaud's Lutes strategy, which is having 1 melee sacrificial unit and 1 shielded unit in front. When Ashwood hits the front units with the knockback, it will kill the sacrificial unit while knocking back the shielded unit. This causes your ranged damage dealer to become the front most unit, who will then receive the shields from Lutes.

###  Notable Companions by Role

* **Front**
	+ Elpaiton: Simply the highest DPS for shielded adventurer.
	+ Heidi : Also usable as low shields don't matter all that much, just need to stack more MSPD.
* **Sacrificial Unit**
	+ Karan: Must be at Rare rank and maxed out skill 3.
	+ Ein: To use him as sacrificial unit, you will need to have Vanguard Spear in your team. Note that he MUST be low enough to die in 1 hit.
* **Damage Dealers**
	+ Sylar, Hecate: These 2 hate bosses a lot.
	+ Seyona: Since Ashwood is immune to poison, Ash cannot be used. Seyona becomes the best choice for PATK ranged damage dealer.

Note: Careful with your unit placement if you want to use 2 ranged damage dealer. Archer will be placed in front of Mage.

* **Support**
	+ Wedding Lin : Almost all offensive buffs in 1 unit.
	+ Lutes: Must have
	+ Other Healers with offensive buffs are welcome. (Celenia, Lin, Kino, etc)
Combat Book, Exploration Book, and Station Book

## Introduction

Books are Misc Materials required for upgrading Companion Skills and Associations.  Books are divided by Combat, Explore, and Station types, and have ranks 1 through 6 (Common through Immortal).  Books are primarily found through Exploration or Detailed Exploration by Greeting Monsters or failing to Capture a Monster.  Books may also be rewards for Dimension Cube, Rifts, Quests, and Events.  Rank 6 books are obtained through the Alliance Azit Shop or the Trace of Root Seal Shop.  Rank 6 books are currently used on a few Companions.

*Note: Only Books of Rank I, II, and III are included for both size constraints of the table. and because Rank IV and V should be obtained frequently through normal play at higher levels.*

## Books by Areas

The following tables indicate the number of books available corresponding to the number of monsters in that area that will give that book for Greeting Monsters or failing to Capture a Monster. *For example: Abandoned Ruins contains the Monsters: Rumblepole (Explore Book III), Radian (Explore Book III), Mintman (Explore Book III), Chika (Explore Book III), Felcrow (Station Book III), and Snowling (Combat Book III). This is a total of (1) C III book, (4) E III books, and (1) S III book.*

Minimum Exploration Turns Include:

* Association Level 5: National Camping Association: Min turns -5 for areas with 30 or more min turns.
* Association Level 5: Monster Research Society: Min turns -5 for areas with 60 or more min turns.
Dimension Cube

## Introduction

Dimension Cube is LOD's spin on the daily boss game mode. However, instead of 5 bosses on a daily rotation, you can battle with all 5 every day!

There are 12 difficulty levels.

**General Info**:

* For Levels 1-10, you'll generally be using 3-4 healers with 3-4 DPS, as your main concern will be dealing enough damage (though strong players can get by with even a single DPS).
* For Levels 11-12, you'll be using upto 5 Healers with 2 DPS and 1 Tank, because the Boss damage shoots up and you need to work harder to stay alive.
* You can get  Fantasy Keys from Level 10 onwards.

**But before we get started**, remember that Sylar and Hecate hate bosses and can pulverize them to dust. The best DPS for bosses, except for Runai (Purple) and Melkui (Blue) that reflect magic damage.

###  Cheerful Yowis

“Strapping Yowis likes to move about the battlefield. You might find it difficult to follow it around.”
Here.

###  Lonesome Weneris

“Weneris approaches slowly with a giant sword. Keep it at bay or everyone in the rear will die.”
Here.

###  Impulsive Marthis

“Marthis inflicts Fire damage with a cannon. Watch for its Ranged attacks!”
Here.

###  Tired Melkui

“Melkui's body reflects damage from throwing weapons. Watch for its continuous Magic damage.”
Here.

###  Teary Runai

“Runai has the ability to reflect all Magic damage. It hates faraway enemies, so it attacks them first.”
Here.
Belodenobia

## Introduction

**The Boss for the Kordo Domain is **Belodenobia**.**

It is of the **Healer** class and is rather difficult to kill, compared to Krillkard and Tethra. It has healing skills as well, which Shielded units help abate. Most of the tactics for this boss come down to a DPS race: out-damaging its healing.

Even if Mages trigger its rapid healing, properly built mages can still win against her.

## Skills

 Cursed Touch
 Magic Hate
 Share Pain
 Absorbing Gaze

## Team Example 1

* **Main DPS**: , lvl100+
* **2ndary DPS**: Any decent adventurer.
* **3 Healer/Buffers**: To survive.

As unexpected as it may be, Lilith at high levels can solo DPS the boss. The 2nd DPS is there to assure the boss's destruction.

## Team Example 2

* **DPS**:
* Don't need terribly high upgrades as long as you can survive with both.
* **3 Healers/Buffers** or **2 Healer/Buffers + 1 Adventurer** : Survival reasons.
Eida

## Highlights

She isn't a great damage dealer. Even with her anti-mage skills, she doesn't help a lot against them.

What makes her special is her 5th skill. At max level, it removes "invincibility" from all enemies at battle start. This is just the shields, like Elpaiton has. The benefit is that it makes the 70-shield stages of the Rift incredibly easy from infuriatingly difficult. So while niche, she is amazing at what she does. As a bonus, she also removes ATK/DEF/HP buffs from 2 enemies with the highest ATK.

## Ennoble

 +10E20
 +10E40
 +10E60
 +10E80
Ennoble

## Introduction

Important: Each Ennoble Title that is more than your enemy, buffs incoming and outgoing damage by 0.3% upto 15%. This works in PvE with the enemy being considered to be at 0 ennoble. (similar to Gear)

Ennobling increases your companion's 3 primary stats per ennoble rank by a fixed amount. The amount depends on your companion's class and rarity.

* Each ennoble also costs some materials, also fixed by class and rarity.
* You can ennoble upto 20 times per Domain, including your own (current limit is Ennoble 80 or E80).
* The biggest roadblock is 10th Ennoble in each domain which requires a copy of the companion being ennobled.
* It is generally considered better to first upgrade your companion than ennoble it, making E36 companions common (9 ennobles from each domain).
	+ This is because stats from Upgrade overtake Ennoble quickly, and also because ennobling from 11 to 20 in each set is very difficult.

###  Ennoble Stats

Stat Gain fot each Class/Rarity combination.

?

## Various Ennoble info tables

Following are various tables giving information about ennobling.
Jin Elina

## Highlights

**Whoop! Whoop! Team-Wipe Goddess is here!!**

Jin Elina's skills are disastrous to the enemy team and she deals fantastic damage even at Mythic. If you fantasy her... god protect the enemies.

* Flame Zone, if it crits, can nearly wipe the enemy team by itself if Elina is well-equipped and fantasy. The stacking damage may look nice, but it's kind-of meh.
* Her main skill can't burst an enemy to death, but it still deals decent damage over time (150% total).
* Every 3 attacks, she basically does 252% damage to all enemies over 4 seconds. This is where a huge chunk of her damage comes from, and why she should be equipped with ASPD gear.
* Finally, she gains a 50% MATK buff at 45 seconds time. This won't stack with other buffs, but it's still 25% more than the best MATK buffs known to man.

## Ennoble

 +10E20
 +10E40
 +10E60
 +10E80

## Skills Info

All Skills are at lvl5 (MAX).
Alliance Boss Event

## Changes

The event that started on the 24/04/19 brought some changes to the Alliance Boss system w.r.t Fury Farming. You can read about them at Alliance, but in general they just increased fury spots from 4 tiles to the whole corresponding area group.

## How it Works

The alliance gains event points for every alliance boss defeated during the duration of the event, before the update that ends it. The rewards are lucrative, with gems in multiple 100's for everyone, not to mention summing tickets IV (high chance of elites and masters).

The points are calculated based on (1) level of alliance boss killed, and (2) number of participants. As (2) gives about 10-15x the points of (1), to even have a chance at winning at 45-50 members of your alliance should participate. The tie breaker between alliances that had high participation and fast fury farming is the level of boss killed : consistenly killing higher level boss puts you at an advantage.

**Note:** Some alliances are very strict about participation, so you may get kicked if you don't participate. Go talk to them and resolve any issues.
Gold

“Weneris approaches slowly with a giant sword. Keep it at bay or everyone in the rear will die.”

## Introduction

Of the Adventurer class, it deals melee splash damage and has fairly high ASPD.

## Skills

 Stab!
 Power of Earth
 Berserk
 Golden Body
Also ignores Knockback and Stun.

## Guide

It is not recommended to use melee units in this fight because the boss can melt them really easily. (There is exceptions to this rule that will be discussed in the recommended formation).

It is recommended to stall the fight as best as you can, using Immobilize or MSPD slow and try to kill him before he reaches your backline. Though in early level, you can still survive even if that happens as long as you have enough damage reduction and healing.

In higher level, beware of the shockwave from Power of Earth. With low max hp and damage reduction, it can wipe out your backline.

Aside from that, the objective of the fight is very simple: Deal as much damage as possible before he reaches your backline.

###  Recommended Formation

2-4 Ranged Damage Dealers, 4-8 Healers/Buffers

* **Ranged** **Damage Dealers**
	+ Sylar /Hecate: Sylar and Hecate hates bosses.
	+ Ash : Another boss hater. Gives the boss Immobilize periodically. Downside is low Max HP, so it will be tricky to keep her alive against the Shockwave.
	+ Juhong : Good to use if your team is PATK-heavy.
	+ Seyona: Why not throw the destroyer of world here, right? She's viable on early level where the boss has relatively low hp. But the longer the fight goes, the worse she gets.
	+ Other high single target ranged dps is also fine. (Arley, Antenore, etc)
* **Healers/Buffers**
	+ Elle: Best healer in term of healing capability. Great for a MATK-heavy team since her MATK buff stack!
	+ Wedding Dress Lin: Who wouldn't love her? Best offensive buffers.
	+ Kino: Best PATK and ASPD buffer. Works really well with Juhong and Rudra. This creates a devastating combo for damage.
	+ Karan (rare, skill 3 max): Stackable ASPD buff. A good suicider to trigger skills that require 1 ally death.
	+ Celenia/Ashes/Alpha: Defensive buffs to save you from being oneshot or die too quickly if Weneris reaches your backline.
* **Special**
	+ Elise: She pushes herself back after the attack, enough to evade Weneris's normal attack.
	+ Rudra: Very very powerful unit for this boss. Normal attacks slow Weneris's MSPD, and Immobilize him every 3 attacks.Lesser version of her is Eisen with a slow attack after every 3 attacks but no Immobilize.
	+ Serpent Queen: Good utility with MSPD debuff on enemy.

Note: If you can't stall long enough, you can try bringing a tank. Someone like Kentom, Layaul. But this means you need to invest a bit more into healing with the hope to keep your tank alive as long as possible.
Mechanics

## List of Mechanics

Following is a list of mechanics that are used to implement various Skills

###  DMG Reduction

Cuts the incoming damage by a fixed percent. Buffs/skills of the same type do not stack unless it says so otherwise in the skill description.
You can visit here to see a list of relevant companions.

###  DMG Reflect

Unlike DMG Reduction, the combatant takes the full brunt (100%) of the attack, but deals back a specific % to the attacking enemy.

###  Barrier

Barriers give you HP(/Shield/Whatever you wanna call it) seperate to your normal HP and sometimes corresponding effects. Any damage to a unit will first deplete the Barriers. Barriers can stack, but we don't know the order in which they're chosen to be depleted (or if there even is an order: barriers could be merging into one coding-wise).

It's useful when you want to stack beyond your max HP. If you've got 300 Max HP, a barrier of 400 HP effectively means 700 HP. This can help prepare you for a damage of 600HP which would otherwise KO you.

Notably,  gives one unit a barrier that lasts 7 seconds but reflects 30% incoming damage while it lasts.

###  Healing

Healing can crit just like other attacks. You can't heal above the max HP.

###  Knockback

Check out Range. Knockback sets back a unit by the specified range/distance.

* Knockback Duration: Think of it as the "time" it takes for the unit to fly backwards the knockback distance.
* Knockback Distance: How much distance combatant is set back.

Naturally, the companion can't use skills or move forward while it's flying backwards. Reducing this helps the companion recover faster.

###  Stun

Trigger-skills don't work while a combatant is stunned. Example:'s burst won't work if he's stunned and burst down to 0% HP.

###  Penetration

Although mostly implemented by Archer skills, a few other cases like 's exist.

Penetration dies off at the following events:

* Penetration count fulfilled.
* Shielded enemy encountered.
* Enemy with pen-block encountered.

If Penetrating skill crits, all targets/hits will crit. A properly built  can deal devastating damage against the correct party.

###  Cleave

Not named as such in-game. Refers to when (generally) Adventurers can deal damage to all, or multiple, enemies within a range. Notable example is .

Naturally, it's restricted by two things:

* Range
* No. of enemies within Range

###  Immobilize

A few skills, like Rudra's, can immobilize enemies. Immobilized enemies can use skills and be knocked back, but can't move forward.

###

###

###
Elle

## Highlights

Elle is absolutely amazing. Pick her once, and even with legendary gear, she'll carry you through most of the game. Initially you might not feel like healers play a big role, but they're indispensible during the late-end game.

Currently, she isn't the best healer in the game because Eline, Reny, and (most importantly) Wedding Dress Lin have fantasy upgrades. However, she is so good that her healing at Mythic rivals and sometimes outclasses the healing of Fantasy-grade healers.

Most of this comes from having heal/barrier focused skills with a 20% crit rate (other healers have 10%).

## Ennoble

 +10E20
 +10E40
 +10E60
 +10E80

**Note: These are skills at lvl5, not lvl6.**

## Skills Info

All Skills are at lvl5 (MAX).
Detailed Exploration

## Introduction

Prerequisites: Stabilisation

Detailed Exploration is akin to a second layer of the map with new dungeons, monsters, and items. But with all these new things, the requirements on explorers also become higher.

To begin Detailed Exploration, you only need to get an area to Trusting intimacy. If you want a turn reduction of around 100-250turns, you can get **all areas** of an Area Group to Grade 5 Stabilisation (3 Purple Stars in map). When you're done, the 3 Stars in Map will turn to Blue for all those Areas. Then, you will automatically have lower turns for those areas.

In the Stabilisation Article, I've covered how to go about achieving this.

There really isn't much more to say about Detailed Exploration.

**While getting min-turns might be difficult, with 1000~1100MBT Explorer you can reach around 100 turns in Scattered Mountains.**

###  Cutting down on Turns

Three main ways:

1. Associations can cut down turns upto 15% by area type. VERY IMPORTANT
2. Industry can cut down turns by Area Groups (from 5% in Starter's plain upto 25% in Broken Sea, etc.) VERY IMPORTANT
3. Gear Refinement on proper gear (with in+built 2%+ turn reduction) can get you around 20% more reduction total.
4. Stabilising an Area Group to grade 5 gives you a turn reduction of around 100-250 turns.

The 5th is not really a way... Just create fantasy explorers. They have a buttload of MBT even at Master+0 and leave everyone else in the dust.

## Perspective

OUTDATED. NEEDS TO BE UPDATED.

Here are some images to give you a perspective on Detailed Exploration (avoiding putting in details like exact MBT to make it complex).

P.S. These include effects of Industry and Association.

For Scattered Mountains it's a bit easy. The following is a 980ish MBT elite mythic with non-upgraded gear, on an area with 91 min turns. It's a very easy area in Scattered Mountains, but 1000-1100 Mbt should be enough to explore most of it satisfactorily.

Forgotten City, 2nd Recommended Area Group to Stabilize

## MBT Requirements and Important Materials

Following table lists the important (non-tradable) materials in each Area Group.
Gear Refinement

## Introduction

This page tries to answer your gear refinement questions. Check Combat Stats if you don't yet understand what each stat is for.

## Options Available

Note: Each "+Blessing" gives a 0.2% damage bonus, for up to 5% bonus.

## Suitable Options by Class

Unless refinement materials are limited, you should try to get all the ideal options on gear. Otherwise, try for the best ideal+other options combination you can get.

Always keep in mind that pure PAtk and MAtk refines aren't all that they seem.

###  Adventurer

* Ideal Options
	+ Crit DMG
	+ Crit Rate
	+ -% Rift DMG : Only if you plan to use an adventurer such as Jin Andre or Aries in rift as a tank.
* Other Options
	+ MSPD : A decent refine for slow adventurers like Elise.

###  Shield Knight

* Ideal Options
	+ -% Rift DMG : You need one set of items dedicated to this option if you want to use your own Shield Knight in Rift mode.
	+ -% Cube DMG : Not required for first 10 levels, but tanking is very difficult for levels 11-12.
* Other Options
	+ HP : Better than Def stat, which only helps against PAtk and not MAtk.
	+ MSPD : Only useful in specific situations, and not very useful at all for SK like Kentom.

###  Mage

* Ideal Options
	+ Crit Rate : Mages have 20% base crit rate, making this refine very good.
	+ Crit DMG : Doubt crit refines are amazing for mages.
* Other Options
	+ ASPD : Refined ASPD isn't very high, but hey, if can't get both crits, go for crit DMG + ASPD.

###  Healer

* Ideal Options
	+ ASPD
	+ Crit DMG : To make those big heals bigger.
* Other Options
	+ Crit Rate : Ideal for Elle, who has 20% base crit rate.

###  Archer

* Ideal Options
	+ ASPD : Archers need to hit faster especially because of their on-hit effects like knockback, and most have "Every X attacks" skills.
	+ Crit DMG : For some combatants like Juhong, you're counting on its death-AoE to crit and wipe the enemy party. Crit DMG is much better for this than crit rate.
* Other Options
	+ Crit Rate : Not as useful with their base 8% crit rate. Even at perfect refines (50% crit rate), it only adds about 4% more crit rate for an actual total of 12%.

###  Station

* PRD/MNG : For general-use +6 legendary equipments (can go upto 20 on each, upto 20 on TRS and upto 10 on "All Stats").
* "Increase production in **Element** Dungeon by 0~20%" : For farming event dungeons and dungeons which don't require the PRD/MNG refines to properly man. Much better than TRS which barely seems to have any effect, although some people are questioning how useful this option is too.
* "Increase **Material** production by 0~10%" : Probably best used on  Fantasy  Stations that already have stats to spare even on the best dungeons, to increase the production of Gems.

###  Explorer

* MBT/LCK/DSC : As necessary, it's a good bonus for normal exploration.
* "Exploration time -0~2% in **Area Group/Zone Type**": It's a huge hidden MBT bonus for detailed exploration, where turns can go over 1000 even with  Fantasy  explorers.

###  +10 Mythic Gear Refinement

* Approximately 23.5 copies of a pieces of Mythic gear are required to create a +10 upgraded version of that piece of Mythic gear.