Hell Isle

## Introduction

The Hell Isle is a series of randomly-generated dungeons you unlock when you reach Hero Rank A++ and beat Layer 60. After you meet the requirements, a cutscene will play where the airship will dock onto the Hero’s City. It is located to the east of the lobby, to the left of the Rune Dogg.  Additionally, 2 warp pads will appear, which you can use to teleport back and forth to the airship and back to the center of the Hero’s City. To enter this dungeon, you can access it by interacting on the shining pad on top of the airship or by entering via Hell Isle daily quests.

## Basic Mechanics

The Hell Isle has 2 ways of gating you. The first is Energy. Energy supplies the Airship with power and lets you gain drops at a normal rate. The Airship can hold a maximum of 840 energy split into 3 bars of 280 energy each. Every day the Airship will regenerate 280 energy for free, until it reaches the limit, in which case the energy is lost.

The second way the Hell Isle gates the player is via Airship Gears. While these are not required to progress through the Hell Isle, they can prove very useful, as A-Gears provide a drop rate multiplier to stage drops. Gears can be spent with the Speed-Up button, which provides a passive multiplier to you as long as you have enough A-Gears. Additionally, Energy Usage is proportional to the level of Speed-Up, so 2x Speed-up consumes twice the Energy, 3x consumes thrice the Energy. Speed-Up’s effects affect everything that drops from the Hell Isle, including Strongboxes. Speed-Up does **NOT** affect Treasure Cellar.

## Drops

The Hell Isle dungeon is the most important in the game as it will drop various EX Gear and will allow you to farm the following materials:

1. Gear Ash (Used to upgrade gear slot level)

2. Hamon Stone (Used to refine weapons)

3. Elemental Catalyst (Used to perform elemental reforges)

4. Elementalite (Used to perform elemental reforges on gears with locked rune slots)

5. Aux Runes (Slotted on gears with rune slots, provides small passive buffs, and adds Elemental Energy for your Core Rune Effect)

6. Core Runes (Slotted on gears with Core Rune Slots, provides moderate stat buffs and adds extra effects to their corresponding weapons and skills)

7. Chamber Keys (Used to play Secret Chambers)

8. Hierophant Stone (Used to reforge gear stats)

9. Invitations (Used to enter Treasure Cellar)

Different rooms drop different things, so make sure to know what each Room drops before you enter. As for Exp farming, it is recommended that you do layers instead as they have a large amount of enemies and minibosses that do not require energy to encounter.

## Structure

The Hell Isle is made up of 7 islands, each having 3 stages, of 26 tiles each, each tile being a room that you can enter, except for the last Island, which is a repeat of a previous island, housing a Witch Final boss that you can beat to unlock the next chapter.  Each island has its own enemy pool that it can draw from, so make sure to know what you’re expecting from each stage. Additionally, certain islands have unique strongboxes that you can only find on that particular set of stages. Each Hell Isle run is randomly generated, so no 2 runs will ever be the same. A complete Hell Isle map includes:

* 1 Starting Tile
* 16 Normal Rooms
* 4 Elite Rooms
* 3 Strongbox Rooms
* 1 Altar Room
* 1 Boss Room

The entirety of Hell Isle is 8 chapters, 1 Prelude, with each chapter containing 6 islands. Each stage within an island will have 3 different Stage Effects, such as Fear or Quicksand.

## Room Types (Part 1)

There are 5 different room types that exist, namely: Normal Rooms, Elite Rooms, Strongbox Rooms, Altar Rooms, Boss Rooms, and the Starting Tile. There are various drops depending on room type, and there are some rooms that you should always take, and rooms that you can safely ignore unless they are blocking your path to the boss. Each Room Type consumes a specific amount of Energy to enter, in exchange for drops. **OPENING CHESTS DOES NOT CONSUME ENERGY, ENTERING THE ROOM DOES**.

* Starting Tiles cost **0** energy, drops nothing
* Normal Rooms cost **1** energy, drops Aux Runes
* Elite Rooms cost **5** energy, Drops Gear, Aux, or Core Runes
* Strongboxes cost **5** energy, Drops Hamon Stone, Hierophant Stone, Elemental Catalyst, Elementalite, and Invitations
* Altar Rooms cost **0** energy
* Boss Rooms cost **10** energy

## Traps

Out of the 6 unique islands in Hell Isle, only 2 of them actually have traps. Both Sea World and Volcano have the ability to randomly spawn a trap on any Tile except Altar Rooms and Boss Rooms.

* Sea World spawns a tentacle that slows a player down and deals slight damage.
* Volcano has a pyroclastic tile that spews out a fountain of lava that deals heavy damage.

## Room Generation Rules

There are rules for the spawning of Rooms. Thankfully, there is only 1 rule present within Hell Isle’s code, and that is:

**BOSS ROOMS WILL NEVER SPAWN NEXT TO THE STARTING SQUARE**

And that’s kind of it. No complex if-statements or anything. The only thing the game needs to remember in making these Hell Isle runs is the fact that it can place any room next to the Starting Tile except the Boss Room. For those of you who want a true, simple rule list:

* Starting Tile:

* Consumes Energy? No (0 Energy)
* Start Here? Yes
* Spawn Count: 1
* Can Spawn Next To Starting Tile? No (Is the Starting Tile)

* Normal Room:

* Consumes Energy? Yes (1 Energy)
* Start Here? No
* Spawn Count: 16
* Can Spawn Next To Starting Tile? Yes

* Elite Room:

* Consumes Energy? Yes (5 Energy)
* Start Here? No
* Spawn Count: 4
* Can Spawn Next To Starting Tile? Yes

* Strongbox Room:

* Consumes Energy? Yes (5 Energy)
* Start Here? No
* Spawn Count: 3
* Can Spawn Next To Starting Tile? Yes

* Altar Rooms

* Consumes Energy? No (0 Energy)
* Start Here? No
* Spawn Count: 1
* Can Spawn Next To Starting Tile? Yes

* Boss Rooms

* Consumes Energy? Yes (10 Energy)
* Start Here? No
* Spawn Count: 1
* Can Spawn Next To Starting Tile? No

## Islands, Monster pools, and Unique strongboxes

* Poison Factory: Wood Monsters, Cauldron Strongbox (Inflicts a debuff that lethalizes tainted soil patches even further).

* Heaven: Water Monsters, a small mix of Wood Monsters, and even less Fire Monsters. No Unique Strongbox.

* Desert Ruins: Fire, Water, and Wood Monsters, all-you-can-kill. No Unique Strongbox.

* Sea World: Water Monsters. No Unique Strongbox

* Night Forest: Wood Monsters, and Water Monsters from Mythworld. Vine Strongbox (Roots players, preventing movement).

* Volcano: Fire Monsters, Flaming Strongbox (Use Water Skills and Attacks to douse the flames for easy free loot).

## Room Types (Part 2)

### Normal Rooms

Basic rooms with varying basic monsters. Monsters will be based off of the Monster Pool a stage is using. Beating a Normal Room will provide you with:

* Aux Rune Drops.

Entering costs 1 Energy

### Elite Rooms

Rooms with an Elite Monster that spawns alongside other normal room enemies.  Elite Rooms will also either buff enemies or nerf the player. Beating an Elite Room will spawn a chest at the center of the room that drops different things based on the Elite Room type. Take note that the Monster Buff that an Elite Room provides to all the enemies within **DOES NOT** affect room drops. Entering costs 5 Energy

#### Elite Room Debuffs

Elite Rooms can inflict the player with the following:

**(Debuff strength scales with Chapter)**

  Volatile
  Flammable
  Sluggish
  Dud (AP)
  Delay
  Fluctuation
  Dud (Crit)

#### Elite Room Buffs

Elite Rooms may also buff monsters with:

**(Buff Level scales with Chapter)**

  DEF Up
  ATK Up

Only one room effect will be imposed on an Elite Room, and only one drop type will be granted to an Elite Room. Elite Room debuffs will not carry on to the next tile you enter.

### Strongbox Rooms

Rooms with a single stationary chest in the center of the tile. Interacting with the chest will activate the chests effect, lock you inside the Room, and summon an onslaught of both Elite and Normal enemies. Unlike Elite Rooms, the debuff of the Strongbox Room is not tied to the Room itself, but to the chest instead. There are different types of Strongboxes but they all take drops from the same pool. Entering consumes 5 Energy.

Strongboxes drop:

* 0-1 Invitations (Used to enter the Treasure Cellar)
* Core Runes (Few)
* Aux Runes (Few)
* Hierophant Stones
* Hamon Stones

Think of Strongboxes as a combination of both the Core and Aux rune Elite Chests with a handful of other goodies.

#### Strongbox Types

There are 9 types of Strongboxes. Out of all of them, only 2 are unique to a certain island.

* The best demon chest you can find. Summons 15 consecutive waves of Elites and Normal Enemies. Defeat as many enemies as possible to obtain the fattest loot possible.
* Upon interaction, causes a sleeping shockwave that prevents player action.
* Upon interaction, creates a silencing shockwave that disables all player Skills. Does not turn toggleable skills off.
* Upon interaction, inflicts a debuff on the player that lethalizes tainted soil patches even further. Unique to Poison Factory
* Requires Water attacks and skills to open. Douse the flames for free loot! Unique to Volcano.
* On interaction, creates a damaging AoE explosion that injures the player.
* On interaction, creates a Freezing Blast that encases the player in solid ice.
* On interaction, inflicts a debuff that reduces a player’s Max HP and Def by 50%
* On interaction, roots players within an area of the chest, preventing movement.

Strongboxes may also be skipped, and you may leave the room without interacting with the chest at all. Do note that this will still consume energy.

### Altar Rooms

Altar Rooms contain a single interactable altar in the center of the room. Interaction with the altar will provide the player with a buff depending on the icon above the Altar’s sprite.

Altar Rooms may buff the player with:

Atk Mod +35%

MoveSpeed +40%

Def +30%

### Boss Rooms

Room with a boss located in the center of the tile. Defeating the boss will spawn a chest in the middle of the room. The Boss inside the Boss Room will always be the one previewed in the stage details. Entering consumes 10 Energy.

Boss Rooms Drop:

* Core Runes
* Aux Runes
* Hamon Stone
* Hierophant Stone
* EX Gear

Aside from the Boss Within, a Boss Room is almost exactly the same as a Normal Room.

## Energy Usage and Efficiency

### What you can do with 840 Energy

Assuming the player does only 1 room type for the entirety of your energy bar, with 840 energy you could do approximately:

### Linear Runs

Since obviously players won’t be doing just one room type the entire time, the Wiki will assume that on average, on a single Hell Isle clear, you traverse 5 tiles to reach the Boss Room, excluding the Boss Room itself, Out of those rooms, there is 1 Elite Room and 0-1 Strongbox Rooms. For the sake of argument, the Wiki will call this run a “Linear Run”, where all the player does is head straight for the boss. Also, these calculations will not include the Energy Cost or the Clear Status of the Starting Tile, since it does not consume energy. So with this average path layout, expect to use:

 2
 1
 1
 1
 Grand Total:
5 Rooms

With this in mind, the average linear run will cost you 22 Energy. Not too bad. All the player did was clear 5 rooms. Note that since Hell Isle is completely randomized, these energy costs should be taken with a grain of salt since you never know what your run’s mapping will be. But if this is truly the average run cost, then you can, with 840 energy, around 38 normal runs with a 4 energy remainder, give or take a few due to the nature of Hell Isle generation.

### Full Runs

If you want to clear the ENTIRE Hell Isle map for a single run, the energy calculation will be a lot more approximate, since Hell Isle runs will always contain the same amount of Room Types for each mapping.

When you do a Full Run, expect to use:

So for a single Full Run, you will use a total of 61 energy. Pretty reasonable, not too bad as well. With this approximate calculation, you, with 840 energy, will be able to do 13 Full Runs, with a 47 energy remainder at the end. 13 Full Runs is equal to clearing:

* 208 Normal Rooms
* 52 Elite Rooms
* 52 Strongboxes
* 13 Altar Rooms
* 13 Boss Rooms

## The Ultimate Way To Save Energy Run (T.U.W.T.S.E.R)

There is one trick in the game which will let you extend the player’s Full Run count by a large amount. Doing this trick will add a whopping **20 additional FREE** **runs** to your total run count. With nearly no effort, you will have acquired ***TRIPLE*** the loot in a single day. And best of all, it only takes 10 items.

What are these items you ask?

Anunnaki Batteries, which you can obtain from the Treasure Cellar. Each of these purple batteries will restore 40 energy to the airship, up to 10 times per week. Normally the amount of energy you get from these items without using the trick mentioned would only be 400. But what if I told you that with patience, one could gain **1240** by doing absolutely nothing?

The secret to how this trick works is within the Energy System. When the energy count drops to 0 points, you can still enter and clear Hell Isle runs. The catch is, the drop rates are horrendously reduced. Each Normal Room will only drop around 3-4 aux runes, which isn’t worth it. Same for Elite, Strongbox, and Boss Rooms. BUT! This only penalty only applies if the player **STARTS a Hell Isle run with 0 Energy**.

### Battery Runs

If your Energy drops to 0 **WITHIN** a Hell Isle run, nothing in the current run changes. This means drop rates will continue to act as if they were still **RUNNING ON ENERGY**. For the sake of argument, the Wiki will call this type of run the “Battery Run”

This trick works because the system ensures that when you use up all your energy, you can continue the current run without having to exit and refill. This is where the magic happens.

1. Use up all but 1 Energy
2. Exit the Hell Isle run you are currently in
3. Re-enter a chosen stage
4. Profit

With this trick you will be able to obtain the full bounty of a whole Hell Isle stage with **1 Energy**. That’s cool and all, but what’s the point if you can only do this once a day?

That’s where the Anunnaki batteries come in. With your 10 batteries, rinse and repeat. When you use up 39 Energy, exit the current run and re-enter with 1 energy and do a Full Run.

Pre-Battery Run Graph shown below:

It doesn’t matter how the player uses their Energy until they only have 1 Energy point remaining. For an easy time counting, simply do Linear Runs (Ignore Boss Rooms) until you have 1 energy remaining. Then exit and re-enter the stage.

Battery Run Graph Shown below:

As seen from the graph above, the only room that consumes Energy is the first Room you enter. Each of the room counts above have -1 because you have considered the possibility of the room you enter being any of the 4 Room Types that can spawn next to the Starting Tile.

When you use 10 Batteries, you use 1 Energy 10x to clear 10 Battery Runs and 10 Pre-Battery Runs, which greatly increases loot gain. Use this trick whenever possible to maximize your gains.

### Total Amount of Hell Isle Runs in 1 Week (+Exploit)

Assuming you start the week with 0 Energy (you refilled on Monday), you get:

280 × 7 = 1,960 Energy, total for every week.

Everyday you can do:

4 Full Runs + 1 Pre-Battery Run + 1 Battery Run

Energy Checkout: 244 (Full Run) + 35 Energy (Pre-Bat Run) + 1 Energy (Battery Run)

True Energy Consumption: 340 (This value includes the alleged cost of a Battery Run if it was a Full Run)

Multiply this value with 7 and you have the total energy usage for Hell Isle within 1 week (Assuming you did Battery Runs).

340 × 7 = 2,380 Energy total for a single week.

IF you use 10 batteries the player gets an extra 40 Energy × 10 for the trick, consuming 390 Energy for Pre-Bat Runs and using 10 Energy for Battery Runs.

With 10 Batteries, you get:

39 Energy × 10 + 1 × 10 Energy

You get 10 Battery Runs, so you use up 610 Energy in theory, if it was a normal Full Run. So it brings you to the grand total of (values include theoretical Energy):

2,380 Energy (Daily Recharges) + 610 Energy (Battery Runs from Anunnaki) + 390 Energy (Pre-Battery Runs) = 3,380 Energy used every week.

So if you use up all your energy for a single week, you consume a total of 3,380 Energy.

## Treasure Cellar

The Treasure Cellar is an Island that is not tethered on the Island Path. Located on the right of the UI, the Treasure Cellar requires Invitations for entry (Can be obtained from Hell Isle Strongboxes). The Treasure Cellar is integral to acquiring lots of materials as well as Anunnaki Batteries. The way the Treasure Cellar works is simple. You move from room to room and defeat enemies. When you finish clearing a room you are awarded a key, which you can use in the Treasure Room after defeating the Boss that spawns after the 3-Minute timer ends.

### Treasure Cellar Mapping

To the left you can see a Map of the Treasure Cellar. Each square has a different meaning.

* Green Square - You start here

* Brown Square - Beat enemies here to gain Bronze Keys

* Gray Square - Beat enemies here to gain Silver Keys

* Gold Square - Beat enemies here to gain Gold Keys

Upon leaving the Green Square, a 3-Minute timer begins and you must acquire as many keys as possible. The difficulty of a square depends on its color, where Bronze is the weakest while Gold is the strongest. When the 3-minute timer expires you are teleported to a Boss Room which will contain one of the 3 bosses listed:

* Horus (Water)
* Sobek (Wood)
* Anubis (Fire)

Beating the boss grants you 1 of each key to your total and opens up the Treasure Room. For the best loot maximization, your goal is to get as many Gold Keys as possible as Gold Chests contain the more items. It is recommended to go for a 12 Gold Clear as Gold Chests contain the better items.

### Strategy for Treasure Cellar pathing

The easiest beginners way to clear the Treasure Cellar is by following this path. If you are an experienced player then the lowermost and uppermost tile can be skipped, as this will allow you to reach the Gold Rooms faster. This pathing will give you (Including the Boss Keys):

* 10 Bronze Keys
* 8 Silver Keys
* 13 Gold Keys (More than enough if you get at least 11 Keys, as you can obtain the 12th key from the boss)

### Alternate Pathing

If you are an experienced player however, feel free to use the map shown here, as skipping the Bronze and Silver Rooms will increase your clear speed if you are aiming for 12 Gold Clear. This map skips over some tiles that award players with Bronze and Silver Keys. Do note that Silver and Bronze keys are still useful as Gold Chests are still capped at 12.

## TL;DR

* Hell Isle has 2 energy systems: Energy and A-Gears. A-Gears can be used to boost drop rates in Hell Isle by 2x, or 3x if you have the Heroes License.
* There are 5 main room types in Hell Isle: Normal Rooms, Elite Rooms, Strongbox Rooms, Altar Rooms, and Boss Rooms.

* Normal Rooms drop Aux runes
* Elite Rooms drop Aux runes, Core Runes, and EX Gear

* Normal costs 1 energy, Elite costs 5, Strongbox costs 5, Altars cost 0, and Boss Rooms cost 10.
* Extend your run count by doing battery runs, where you use a battery, consume 39 energy, then re-enter with 1 energy to clear a whole run.
* Altar Rooms buff you when you interact with the altar.
* Invitations can be gained from Strongboxes to enter the Treasure Cellar
* Strongboxes drop everything except Chaos Stone and non-material currency.
* Treasure Cellars should aim for 12 Gold Clears.
* Hell Isle has 8 chapters, with a Witch as the last Island’s boss.
* Hell Isle islands have defined enemy pools to choose enemies from.
* Fire Boxes are free loot as long as you have Water abilities
* Treasure Cellar is not a mindless maze and you should follow the pathings.