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Difference between revisions of "Void Rift"

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[[Category:Dungeons]]
+
 
 +
{{RemovedContent}}
 
{{Infobox_Dungeon
 
{{Infobox_Dungeon
 
|backgroundcolor=#d3dbeb
 
|backgroundcolor=#d3dbeb
 
|fontcolor=#000
 
|fontcolor=#000
|Location=[[ Otherverse|Interdimensional Rift]]
+
|Location=[[Interdimensional Rift]]
 
|Name=Void Rift
 
|Name=Void Rift
|Image=[[File:Outerversechasm.png]]
+
|Image=[[File:Void Rift.png]]
 
|MinLevel=70
 
|MinLevel=70
|Level=70
+
|Level=70-86
|MLevel=70+
+
|MLevel=70-80
 
|Boss=[[Riftmaster Gaunis]]
 
|Boss=[[Riftmaster Gaunis]]
 
}}
 
}}
 
==Description==
 
==Description==
[[File:Void Rift.png]]
+
[[File:Void Rift Lore.png]]
  
 
The rift that opened between all Dimensions has let loose a torrent of Demons to invade Arad. From this point, the Order of Priests came to be aware that these Demons possessed a warped form power that was eerily similar to that of Ozma.
 
The rift that opened between all Dimensions has let loose a torrent of Demons to invade Arad. From this point, the Order of Priests came to be aware that these Demons possessed a warped form power that was eerily similar to that of Ozma.
Line 20: Line 21:
 
==Notes==
 
==Notes==
 
*Otherverse Dungeon
 
*Otherverse Dungeon
*Only 8 Tokens can be used per run.
+
*Only 8 Tokens can be used per run per player.
*Must have a Party of 3 or more people to enter.
+
*Must have a Party of 2 or more people to enter medium or harder.
 
*This dungeon can only be run 2 times a day. This resets the next day.
 
*This dungeon can only be run 2 times a day. This resets the next day.
  
Line 32: Line 33:
 
|style="padding:10px;" style="text-align:center"| [[File:VilmarkMap.jpg]]
 
|style="padding:10px;" style="text-align:center"| [[File:VilmarkMap.jpg]]
 
|-
 
|-
| style="text-align:center"| '''Min/Max Fatigue:''' 6
+
| style="text-align:center"| '''Fatigue Points:''' 6
 
|}
 
|}
  
Line 39: Line 40:
  
 
===Recommend Items===
 
===Recommend Items===
*???
+
*Stun Cleansing potions
 +
*Poison Cleansing potions
 +
*At least one party member who has a [[Crusader]] [[Arad Explorer Club]] Supporter Option with {{IconLink|Hammer of Repentance}}
  
 
===Room 1===
 
===Room 1===
Line 45: Line 48:
 
*Lemon Lylis
 
*Lemon Lylis
  
The first room isn't much trouble. A few Crimson Reapers and Lemon Lylis will stand in your way. They can immobilize you and can inflict some nasty statuses, but you should be able to burst through them pretty quickly.
+
The first room isn't much trouble. A few Crimson Reapers and Lemon Lylis will stand in your way. They are blocked by breakable pillars so you can take a few moments to apply buffs. They can immobilize and inflict some nasty statuses, but you should be able to burst through them pretty quickly.
  
 
===Room 2===
 
===Room 2===
Line 51: Line 54:
 
*Green Patters
 
*Green Patters
  
Upon entering the room, everyone but one Player will be trapped in Cages. Wandering the room is Inon Swayle, a Darksteel look-alike. You can't kill him normally due to his absurd defenses. Thus, the gimmick here is to hit the Cubes in the room so that they move on to special floor plates. However, if you hit the Cube while it glows red, it'll blow up and deal major damage. As you get the Cubes closer to the plates, your allies will be freed along with Green Patters that try to slow you down.  
+
Upon entering the room, everyone but the first player will be trapped in Cages. Wandering the room is Iron Swaycle, a Darksteel look-alike. You can't kill him normally due to his absurd defenses. Thus, the gimmick here is to hit the Cubes in the room so that they move on to special floor plates. The Cubes move a set distance before needing to be hit again so only one player needs to focus on this. However, if you hit the Cube while it glows red, you will take extreme damage, likely outright killing you. As you get the Cubes closer to the plates, your allies will be freed along with Green Patters that try to slow you down. The Green Patters share Swaycle's high defense. The players that are not attacking the cube should focus on distracting Swaycle and the Green Patters.
  
 
Basically:
 
Basically:
*Avoid Iron Swaycle's attacks. Jump when the screen flashes red to avoid his major attack.
+
*Avoid Iron Swaycle's attacks. Jump when the screen flashes red to avoid his major attack. This attack deals heavy damage and stuns any player on the ground not in a cage.
 
*Move the Cubes to the floor plates. Don't hit them when they're glowing.
 
*Move the Cubes to the floor plates. Don't hit them when they're glowing.
  
Once a Cube hits the floor plate, the enemies will die.
+
Once both Cubes reach the floor plates, the enemies will die.
 +
 
 +
*NOTE: Iron Swaycle can be affected by Repentance and can kill himself if he attacks a glowing cube twice while under the effect of it. {{IconLink|Hammer of Repentance}}, {{IconLink|Fear of the Slaughterer}}, and {{IconLink|Loyal Servant}} can apply Repentance to him.
 +
 
 +
*NOTE 2: Players trapped in cages can still die if one of their summons hits a glowing cube.
 +
*After the Act 5 part 1 update the cubes move considerably farther when hit, making this room easier and less time consuming.
  
 
===Room 3===
 
===Room 3===
 
*Vanis Thock
 
*Vanis Thock
 +
<u>'''Before Act 5 part 1:'''</u>
 +
Entering the room, a Meteor will fall, unleashing green Poison Gas. The gimmick here is go to the center of the room and activate the devices by attacking them to block the gas from reaching through. At first only one meteor will fall on the left side of the room but as Vanis takes damage, another one will fall on the other side of the room.
 +
 +
The miniboss here, Vanis Thock, will powerup when he touches the gas.
 +
His first stage of power up turns him yellow. During this stage he will reflect ranged attacks and take minimal damage from melee attacks. His second stage turns him purple in which he reflects all attacks.
  
Entering the room, Meteors will fall, unleashing green Poison Gas. The gimmick here is go to the center of the room and activate the devices to block the gas from reaching through.
+
*NOTE: Vanis Throck is actually vulnerable to holds after finishing his dialogue and before starting his initial leap. Skills such as {{IconLink|Glacial Wave Sword}}, {{IconLink|Flash Mine}}, {{IconLink|Florae Collider}}, {{IconLink|Resonance}}, and {{IconLink|Shadow Binding}} can hold him in place and prevent him from starting his initial leap allowing your party to kill him quickly. The best time to cast these is as he says "Where's the Meteor? Ha ha! There it is!"
  
The miniboss here, Vanis Thock, will alternate between glowing Yellow or Purple.
+
<u>'''Post Act 5 part 1:'''</u>
While Purple, Vanis will be vulnerable to attack so long as he isn't in the Poison Gas. However, his attacks will get much stronger. If he's Yellow, he'll reflect the damage you inflict, so watch out!
+
The room is now already filled with green mist that grants Vanis damage reflection.  There are now four pillars at each corner that need to be damage.  When a pillar is depleted of HP, it will eliminate the green mist in that area. Vanis will go there to reactivate the pillar, which sets the pillar's HP bar to blue and grants it temporary immunity.  Simply go around to each pillar in sequence, deactivating them and dealing damage to Vanis.
  
 
===Room 4===
 
===Room 4===
 
*Conatius Invo
 
*Conatius Invo
  
The gimmick with Conatius is that he'll spread poison areas across the floor. Getting under one of these areas will cause a Poison counter to form over your head. If you get 5 stacks, you'll get a nasty Poison effect. Luckily, you cleanse this effect by moving into the Pentacle in the room. However, avoid having too many people inside the Pentacle, as more than 3 people in it will get you kicked out of it.
+
The gimmick with Conatius is that he'll fire poison gas bombs periodically. Getting hit by one of these will cause a Poison counter to form over your head. If you get 5 stacks, you'll get a nasty Poison effect. Luckily, you cleanse this effect by moving into the Pentacle in the room. However, avoid having too many people inside the Pentacle, having 3 or more people causes an energy sphere to erupt from the circle dealing damage. You can also avoid gaining counters by becoming invincible such as through grabbing or using a skill like {{IconLink|Shadow Hiding}}. Conatius will also summon one red moving area per player that will follow their respective player. These deal damage to any player that stands on them. Be quick on your feet and hit and run to avoid them.
  
He'll also summon Wisps to help attack or increase his health regen. Try and kill them ASAP.
+
He'll also summon two immobile Wisps that will massively boost his defense while they are alive. Both wisps will have cast bars over their heads that will do different things upon finishing. The Poison Wisp will poison all players massively when it finishes casting and the Healing Wisp will massively heal Conatius when it finishes casting. Their casts can be interupted by stuns and superholds or wearing out their super armor bar indicated by the red bar above them. He'll do two Wisp summons when he hits certain HP thresholds.
  
 
===Room 5===
 
===Room 5===
*Herrion
+
*Hernion
 
*Garmea
 
*Garmea
 
*Venom Mara
 
*Venom Mara
 
*Cocozola
 
*Cocozola
  
The gimmick for this room is to try and kill each enemy on the floor panel they started on. However, you'll have to deal with their various skills in the process. If you take too long between kills, the defeated Demons will eventually resurrect.
+
The gimmick for this room is to try and kill each enemy on the floor panel they started on. However, you'll have to deal with their various skills in the process:
 +
 
 +
* Garmea is in constant Super Armor, and must be killed on the top-left panel. Since you have a couple of seconds before the enemies spawn, get into position and spawnkill this guy.
 +
* Hernion moves much faster than the others and must be killed on the bottom-left panel.
 +
* Venom Mara will use poison attacks and must be killed on the top-right panel.
 +
* Cocozola will summon a couple of small meteors to float around. Kill him on the bottom-right panel.
 +
 
 +
If you take too long between kills, Demons defeated on their panel(the ones with the purple orb around them) will cause an explosion and resurrect. You can tell they are about to resurrect when the orb begins to shrink. Demons not defeated on their floor panel take less time to become targetable again and do not cause an explosion. Demons may resurrect each other if they move close enough.
  
 
===Room 6===
 
===Room 6===
 
*Riftmaster Gaunis
 
*Riftmaster Gaunis
  
 +
Riftmaster Gaunis has several phases before he can be fought properly. He is invincible during Phase 1-3
 +
 +
Phase 1:
 +
Gaunis will split the party up. The floor will disappear and then steadily reappear. Each party member should move about their section of the floor. Each time they move across a tile, it will change colors. After a short time, tiles will randomly begin to change back. The goal of this phase is to keep as many tiles from changing back as possible. To complicate matters, tiles that change back do not always change once more by walking on them. Tiles with bombs on them must be stood on for a few seconds. These are high priority tiles. The bomb will go off after 5 seconds, dealing damage in very large aoe, possibly damaging other players. Tiles that display an up arrow require the player to jump off the tile. You may also use backstep to move off these tiles. The last variation of tiles displays a person falling over. When the player steps on this tile, they will be knocked down. The player must use {{IconLink|Quick Rebound}} to convert the tile. During all this a bar will be displayed at the bottom of the screen showing how long until the phase ends. Once the phase ends, players and Gaunis will take damage according to how many tiles were not converted. The more tiles the players missed, the heavier the damage they take and the less Gaunis takes. Afterwards, Gaunis moves directly to Phase 2.
 +
 +
*NOTE: Gaunis is vulnerable to damage for 1 second in between each phase. Dealing damage during these times can allow the party to end the fight early and can help prevent Gaunis from repeating phases later on.
 +
 +
 +
Phase 2:
 +
The floor disappears again. Each player will in turn be stunned. While that player is stunned, a Tile pattern will play out on the floor. Once it is complete, the stunned player must follow the pattern. If the player steps on the wrong tile or takes too long, they will fail, taking damage. If the player successfully follows the pattern, Gaunis will take damage. This repeats until the party succeeds a total of 4 times. Afterwards, Gaunis moves on the Phase 3.
 +
 +
 +
Phase 3:
 +
Gaunis will once again split the players up and reconstruct the floor. This time however players should meet up in the center. After the floor finishes reconstructing, Cubes will begin spawning in waves. These cubes can be easily destroyed by attacking them together with other party members when they light up and standing inside them. It takes several hits to break them this way. They can also be destroyed with brute force but this can be very time consuming. Green cubes will destroy nearby cubes, so these should be targeted first. Again, a bar at the bottom will indicate how much time is left. If there are any cubes or waves of cubes remaining, players will take damage according to how many were left. If players finish all waves before time is up, Gaunis takes damage. Regardless of the outcome, Gaunis will move on to the next Phase.
 +
 +
 +
Phase 4:
 +
Gaunis will now descend to the field. He can be freely attacked after he reconstructs the floor. Players should stand together at the beginning of this phase. After he becomes vulnerable he will cast a spell. This spell turns the tiles under all players red and then the ring around that tile red as well. Shortly afterwards, those red tiles will disappear. If a player steps on these areas of missing tiles, they will fall and take heavy damage. After falling, players have a short grace period that allows them to walk on missing tiles. The tiles will reappear after a short while. After an amount of time, Gaunis will return to phase 1. Players are advised to deal as much damage as possible and hopefully defeat Gaunis during this phase to avoid repeating the previous phases.
 +
 +
*After the Act 5 part 1 update Gaunis takes considerably more damage from completing his trials making his Phase 4 much shorter do to decreased health.
  
 
==Monsters==
 
==Monsters==

Latest revision as of 21:19, 12 February 2017

Future content.png This article contains content that was removed.


Void Rift
Void Rift.png
Location Interdimensional Rift
Min. Level 70
Level 70-86
Monster Level 70-80
End Boss Riftmaster Gaunis

Description

Void Rift Lore.png

The rift that opened between all Dimensions has let loose a torrent of Demons to invade Arad. From this point, the Order of Priests came to be aware that these Demons possessed a warped form power that was eerily similar to that of Ozma.

Now, when the Void Rift is accessible, there is a possibility that Ozma can enter Arad, along with his army of Demons.

Notes

  • Otherverse Dungeon
  • Only 8 Tokens can be used per run per player.
  • Must have a Party of 2 or more people to enter medium or harder.
  • This dungeon can only be run 2 times a day. This resets the next day.

Map

Normal map
Start = Starting Point.png Boss = Boss.png
VilmarkMap.jpg
Fatigue Points: 6

Strategy

This particular Otherverse dungeon sort relies on Party coordination. The gimmicks here can be very nasty if everyone isn't aware of what to do.

Recommend Items

Room 1

  • Crimson Reaper
  • Lemon Lylis

The first room isn't much trouble. A few Crimson Reapers and Lemon Lylis will stand in your way. They are blocked by breakable pillars so you can take a few moments to apply buffs. They can immobilize and inflict some nasty statuses, but you should be able to burst through them pretty quickly.

Room 2

  • Iron Swaycle
  • Green Patters

Upon entering the room, everyone but the first player will be trapped in Cages. Wandering the room is Iron Swaycle, a Darksteel look-alike. You can't kill him normally due to his absurd defenses. Thus, the gimmick here is to hit the Cubes in the room so that they move on to special floor plates. The Cubes move a set distance before needing to be hit again so only one player needs to focus on this. However, if you hit the Cube while it glows red, you will take extreme damage, likely outright killing you. As you get the Cubes closer to the plates, your allies will be freed along with Green Patters that try to slow you down. The Green Patters share Swaycle's high defense. The players that are not attacking the cube should focus on distracting Swaycle and the Green Patters.

Basically:

  • Avoid Iron Swaycle's attacks. Jump when the screen flashes red to avoid his major attack. This attack deals heavy damage and stuns any player on the ground not in a cage.
  • Move the Cubes to the floor plates. Don't hit them when they're glowing.

Once both Cubes reach the floor plates, the enemies will die.

  • NOTE 2: Players trapped in cages can still die if one of their summons hits a glowing cube.
  • After the Act 5 part 1 update the cubes move considerably farther when hit, making this room easier and less time consuming.

Room 3

  • Vanis Thock

Before Act 5 part 1: Entering the room, a Meteor will fall, unleashing green Poison Gas. The gimmick here is go to the center of the room and activate the devices by attacking them to block the gas from reaching through. At first only one meteor will fall on the left side of the room but as Vanis takes damage, another one will fall on the other side of the room.

The miniboss here, Vanis Thock, will powerup when he touches the gas. His first stage of power up turns him yellow. During this stage he will reflect ranged attacks and take minimal damage from melee attacks. His second stage turns him purple in which he reflects all attacks.

  • NOTE: Vanis Throck is actually vulnerable to holds after finishing his dialogue and before starting his initial leap. Skills such as Glacial Wave Sword.png Glacial Wave Sword, Flash Mine.png Flash Mine, Florae Collider.png Florae Collider, Resonance (Chaos).png Resonance, and Shadow Binding.png Shadow Binding can hold him in place and prevent him from starting his initial leap allowing your party to kill him quickly. The best time to cast these is as he says "Where's the Meteor? Ha ha! There it is!"

Post Act 5 part 1: The room is now already filled with green mist that grants Vanis damage reflection. There are now four pillars at each corner that need to be damage. When a pillar is depleted of HP, it will eliminate the green mist in that area. Vanis will go there to reactivate the pillar, which sets the pillar's HP bar to blue and grants it temporary immunity. Simply go around to each pillar in sequence, deactivating them and dealing damage to Vanis.

Room 4

  • Conatius Invo

The gimmick with Conatius is that he'll fire poison gas bombs periodically. Getting hit by one of these will cause a Poison counter to form over your head. If you get 5 stacks, you'll get a nasty Poison effect. Luckily, you cleanse this effect by moving into the Pentacle in the room. However, avoid having too many people inside the Pentacle, having 3 or more people causes an energy sphere to erupt from the circle dealing damage. You can also avoid gaining counters by becoming invincible such as through grabbing or using a skill like Shadow Hiding.png Shadow Hiding. Conatius will also summon one red moving area per player that will follow their respective player. These deal damage to any player that stands on them. Be quick on your feet and hit and run to avoid them.

He'll also summon two immobile Wisps that will massively boost his defense while they are alive. Both wisps will have cast bars over their heads that will do different things upon finishing. The Poison Wisp will poison all players massively when it finishes casting and the Healing Wisp will massively heal Conatius when it finishes casting. Their casts can be interupted by stuns and superholds or wearing out their super armor bar indicated by the red bar above them. He'll do two Wisp summons when he hits certain HP thresholds.

Room 5

  • Hernion
  • Garmea
  • Venom Mara
  • Cocozola

The gimmick for this room is to try and kill each enemy on the floor panel they started on. However, you'll have to deal with their various skills in the process:

  • Garmea is in constant Super Armor, and must be killed on the top-left panel. Since you have a couple of seconds before the enemies spawn, get into position and spawnkill this guy.
  • Hernion moves much faster than the others and must be killed on the bottom-left panel.
  • Venom Mara will use poison attacks and must be killed on the top-right panel.
  • Cocozola will summon a couple of small meteors to float around. Kill him on the bottom-right panel.

If you take too long between kills, Demons defeated on their panel(the ones with the purple orb around them) will cause an explosion and resurrect. You can tell they are about to resurrect when the orb begins to shrink. Demons not defeated on their floor panel take less time to become targetable again and do not cause an explosion. Demons may resurrect each other if they move close enough.

Room 6

  • Riftmaster Gaunis

Riftmaster Gaunis has several phases before he can be fought properly. He is invincible during Phase 1-3

Phase 1: Gaunis will split the party up. The floor will disappear and then steadily reappear. Each party member should move about their section of the floor. Each time they move across a tile, it will change colors. After a short time, tiles will randomly begin to change back. The goal of this phase is to keep as many tiles from changing back as possible. To complicate matters, tiles that change back do not always change once more by walking on them. Tiles with bombs on them must be stood on for a few seconds. These are high priority tiles. The bomb will go off after 5 seconds, dealing damage in very large aoe, possibly damaging other players. Tiles that display an up arrow require the player to jump off the tile. You may also use backstep to move off these tiles. The last variation of tiles displays a person falling over. When the player steps on this tile, they will be knocked down. The player must use Quick Rebound.png Quick Rebound to convert the tile. During all this a bar will be displayed at the bottom of the screen showing how long until the phase ends. Once the phase ends, players and Gaunis will take damage according to how many tiles were not converted. The more tiles the players missed, the heavier the damage they take and the less Gaunis takes. Afterwards, Gaunis moves directly to Phase 2.

  • NOTE: Gaunis is vulnerable to damage for 1 second in between each phase. Dealing damage during these times can allow the party to end the fight early and can help prevent Gaunis from repeating phases later on.


Phase 2: The floor disappears again. Each player will in turn be stunned. While that player is stunned, a Tile pattern will play out on the floor. Once it is complete, the stunned player must follow the pattern. If the player steps on the wrong tile or takes too long, they will fail, taking damage. If the player successfully follows the pattern, Gaunis will take damage. This repeats until the party succeeds a total of 4 times. Afterwards, Gaunis moves on the Phase 3.


Phase 3: Gaunis will once again split the players up and reconstruct the floor. This time however players should meet up in the center. After the floor finishes reconstructing, Cubes will begin spawning in waves. These cubes can be easily destroyed by attacking them together with other party members when they light up and standing inside them. It takes several hits to break them this way. They can also be destroyed with brute force but this can be very time consuming. Green cubes will destroy nearby cubes, so these should be targeted first. Again, a bar at the bottom will indicate how much time is left. If there are any cubes or waves of cubes remaining, players will take damage according to how many were left. If players finish all waves before time is up, Gaunis takes damage. Regardless of the outcome, Gaunis will move on to the next Phase.


Phase 4: Gaunis will now descend to the field. He can be freely attacked after he reconstructs the floor. Players should stand together at the beginning of this phase. After he becomes vulnerable he will cast a spell. This spell turns the tiles under all players red and then the ring around that tile red as well. Shortly afterwards, those red tiles will disappear. If a player steps on these areas of missing tiles, they will fall and take heavy damage. After falling, players have a short grace period that allows them to walk on missing tiles. The tiles will reappear after a short while. After an amount of time, Gaunis will return to phase 1. Players are advised to deal as much damage as possible and hopefully defeat Gaunis during this phase to avoid repeating the previous phases.

  • After the Act 5 part 1 update Gaunis takes considerably more damage from completing his trials making his Phase 4 much shorter do to decreased health.

Monsters

  • Crimson Reaper
  • Lemon Lylis
  • Iron Swaycle
  • Green Patters
  • Vanis Thock
  • Conatius Invo
  • Herrion
  • Garmea
  • Venom Mara
  • Cocozola