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Difference between revisions of "King's Ruin"

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m (added more tips on fighting)
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Also, you can only use up to 3 tokens total in this dungeon per run. (With or without a party.)
 
Also, you can only use up to 3 tokens total in this dungeon per run. (With or without a party.)
  
 +
DFO also made a helpful guide as well [http://dungeonfighter.nexon.net/Media/MagazineView.aspx?boardNo=600&contentNo=006Jw&pageIndex=1 here].
  
 
==Strategy==
 
==Strategy==

Revision as of 10:46, 20 March 2010

King's Relic
File:KingRuins.jpg
Location Slums
Min. Level 45
Level 48-51
Monster Level 48-51
End Boss Hammer King Borodin

Description

Don't you believe in immortality? You must think that everything is destined to crumble to dust in the end. Come see me in the deepest part of the underworld, and I'll prove you wrong. I shall send my five knights to escort you to my kingdom of my past glory.


Notes

King's Relic is mostly a dungeon testing your skills. The enemies here all have patterns on how to beat them, so it's very helpful to pay attention.

In order to enter King's Relic, you'll need an Amulet of Tranquility (Quest-Costs 10 Spirit Crystals to make)
Also, you can only use up to 3 tokens total in this dungeon per run. (With or without a party.)

DFO also made a helpful guide as well here.

Strategy

1st Room

The first knight you'll face is the Guardian Maelstrom. It can turn invisible and move fairly quickly. However, that's all the tricks it has up its sleeves.

2nd Room

The second knight you'll face is the Guardian Aegis. If you'll notice, it has a Red and Blue aura that alternates (you can tell this by the cast bar above its head). When it's Blue, hit it with Physical attacks. When it's Red, hit it with Magical attacks. Attempting to do the opposite will result in the Guardian Aegis regaining HP.

3rd Room

The third knight is the Guardian Rime. While he's not really anything special, the real danger in this particular fight is the ice shard that the Guardian shoots out, moving at very high speed on the ground and tracking you or any other allies. Getting hit by this will cause damage and possibly freeze you. While it doesn't last forever, it will reappear very quickly. Very dangerous if not handled properly.

4th Room

The fourth knight you'll face is Flaming Gerald. Aside from being on fire (Burning), hitting him with an attack will cause a counter to appear above you. If this counter reaches five, you'll explode, so you'll have to refrain from executing large combos. However, this explosion can bypassed by moves with invincibility frames (assuming it lasts long enough).

Special Note: Don't use moves that cause "tick" damage (like Summoner's Mark the Target), as this will result in a very quick death.

5th Room

The fifth knight you'll fight is the Wardello of Light. However, when his health reaches certain levels, he'll summon weaker versions of himself (up to five). The Wardello of Light can summon lighting (watch for spell markers), and with up to five being in the fight at once, this can make things tricky. Highly advised to bring a lot of stun recovery potions (can be bought at Canna or from quests) since it is very easy to be stunned in that room and getting hit by five lightning will generally kill you. Another thing to do is your a light resistant talisman before entering to lower the damage the light attacks do.


Boss Room

Compared to the other knights, Borodin himself is a bit easier to handle. However, Tin Bladers are constantly being summoned, and Borodin himself will be likely rushing across the room with his hammer. Another move to watch out for is when he uses the hammer on the floor (this can also hurt the Tin Bladers), so jump when that happens. The boss shouts before each smash (ex: Kneel..smash...before...smash...me), so you can just turn the volume up to know when he is about to smash the ground. The ground attack effects the whole ground so its highly advisable to pay attention.