Forgotten Lair Lvl.51

Required level : level 51
Localisation : Wild Estate



A little advice to start the dungeon? Always focus the Shaman Gobbette first! You will understand why in the next part of this guide.


1st Room

Composition : 1x Wild Gobball, 2x Shaman Gobbettes, 1x Wild Gobbly, 1x Wild War Chief

Be careful with the border cells, they will buff your enemies with great advantages. Stay as far from them as possible since the Gobballs won’t hesitate to push you into it!

Wild Gobball level.50 🐾 : They have 2 spells and 1 passive and are resistant against Earth. “Astral Charge” : Inflicts earth damage from range in area, it has to be cast in line. “Cataplasmic Breath” : Inflicts low earth damage from a short range. Eventually the passive “Vital fluid absorption” : everytime the Wild Gobball inflicts damage, it absorbs and stores part of the target’s strengh. He gains +20 elemental mastery per level of the state!

Shaman Gobbette lvl.52 : They have 2 spells, 1 passive and are resistant against Water. “Brute Strengh inhalation” : Removes 50 water resistances to the target and applies +50 elemental mastery to their allies around the target in a 3×3 square (like the spell drain). “Well-balanced” : inflicts water damage and heals their allies around the target in a 3×3 square (like the spell drain). Finally the passive “Life Cycle Aura” when a character or a monster dies in fight, the Shaman Gobbette’s stats improve: +100 HPs, +10 elemental mastery and heals of 100 HPs per level of the state. This is the reason why you should always focus them first so they don’t have the time to get buffed and to become too dangerous, but also because they’re the healer of the group!

Wild Gobbly lvl.54 : They have 2 spells, 1 passive and are resistant against Air. “Téléportation” : The Wild Gobbly can teleport itself every turn, the spell has no cooldown. “Haunter” : Inflicts air damage and removes 1 MP from the target (can be casted several times/a turn on a same target, the MP removal can be applied several times). As for the passive”Horrible Face” : If the player finishes their turn facing the Gobbly, the Gobbly removes 2 APs. Try to avoid going near him or you’ll regret it on next turn!

Wild War Chief lvl.55 🐾 : They have 2 spells, 1 passive and are resistant against Fire. “Astral Rush” : inflicts fire damage in a 5 cells cross; The spell has to be casted at least 1 cell away from the target. “Souls’ Cry” : Inflicts fire damage in area in melee and pushes the target of 3 cells therefore causing heavy collision damage. Eventually the passive “Astral Regain” : if  40% of the max HPs, applies Astral power lvl.10. If 20% of the max HPs, applies Astral power lvl.20. If 1 HP, applies Astral Power lvl.40. Astral Power applies +1 lock and +1 elemental mastery per level of the state. Try to kill them in one turn to avoid their wrath!


2nd Room

Composition : 1x Wild Gobball, 2x Shaman Gobbettes, 2x Wild War Chiefs


3rd Room

Composition : 2x Wild Gobballs, 2x Shaman Gobbettes, 1x Wild Gobbly, 2x Wild War Chiefs


Boss Room

Composition : 1x Wild Gobball, 1x Shaman Gobbettes, 2x Wild War Chiefs, 1x Great Wild Gobball

Great Wild Gobball lvl.65 : He has 3 spells, 1 state and he is resistant against Fire and weak against Water! “Spectral Howl” : Inflicts water damage in area in line. “Call Spirits” : Summons a random Gobball every 3 turns. Pray not to have a Gobbette! “Chompion” : Inflicts fire damage in melee. Eventually the passive “Touched by the spirits” : The Great Wild Gobball is protected by the spirit, he is therefore invulnerable.

The Strategy : The boss is invulnerable but do not panick, there is always a strategy! At the start of his turns, he summons 2 totems on the battlefield, each one of them is circled by a blue glyph (3×3 square). If totems are already on the field, he will destroy them to summon new ones. They are randomly placed.

When a character enter the blue glyph, he transforms into a spirit gobball! When you are a spirit gobball, come close to the boss and cast the only spell you have “Spirit Gobball Bite“. It will remove “Touched by the spirits” from the boss and make him vulnerable until its turn.

So you need to do the same process every turn since the totems move every turn and you lose your spirit gobball’s spell after the boss’ turn. For more optimisation: Try to put the first character playing after the boss in a glyph at the start of his turn in order to remove the state to the boss for the rest of the team!


Drops

(Click on the images to see all the caracteristics)

  • Dungeon drops :

  • Boss drops :

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