In Derpth Guide on Ancient Inheritance Season 10
Table of Contents
- New Units and Updates
- Why Do Ancient Inheritance?
- Exploration Level
- Nodes/Objects
- Elemental Enhancements
- Mobs & EXP
- Artifacts & Gearing
- Hero & Relic Selection
- Enlisting
- Relics and Starter Relics
- Loadouts
- Elite Mobs Comps & Kits
- Day 9 AI Progress
- Zone Clearing
- Splitting Your Guild for Future AIs
- Warden Comps
- Phase 1 & Phase 2
- General Elemental Comps
- Zone 1 General Strategy
- Zone 2 General Strategy
- Zone 3 General Strategy
- Elimination Rewards
- Day 12-14 Free Week
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IF YOU LEAVE A GUILD IN THE MIDDLE OF ANCIENT INHERITANCE
NOTHING CARRIES OVER!
>> Last season's doc <<
>> Live Mapping Updates by Bredde <<
>> AI Resource Database by Unloved & Mori <<
2
[New]:
- New units: Successor Taeyou, Guard Captain Krau, Rinak,
Boss Arunka, Disciplinary Prefect Aria + buffed units
(Fenris, Charles, Straze, etc.)
Thorn of a Blue Rose and Boss Arunka are high potential
units for sure, will be testing, but Boss Arunka is likely BiS
Alt. Monolight. Straze with his new EE is great for
solo/duoing.
- Updated Arti/Hero List
Why Do Ancient Inheritance?
Exploration Level
Season 8 of Ancient Inheritance gives you a new overall way of exploring to gain
experience. More rewards are now gained as seen in the image above for leveling up
exploration level. The amount of provision gained per level has also been upped
allowing more exploration than before. (Ex. Start 50 provisions at Lvl. 1; you can earn
+5 provisions to your daily refresh if you hit Lvl. 2, and additionally gain 10 provisions
one time once you complete the objective for Lvl. 2.) New max level is 10.
- Nodes/Objects:
- Chests: Zones 1/2/3 all have the same rewards, just pick them up as you go, however,
I wouldn’t go out of my way for them during Zones 1 & 2 because you need to power
level otherwise you can’t grab future chests.
- Guild chests are WORTH (Grab Greater Guild Chests mainly, Prongo
priority is more important)
- Campsites: always use them if you come across them, they’re free provisions
- Healing Statues: same as always; more important this season due to the amount of
mobs that you need to kill.
- Bizarre Tombstone: similar to old tomes; just EXP giver (doubled bag EXP, but 10
people max per tombstone) 100 EXP
- Bags: better chests in early game; needed for leveling (unlimited usage) 50 EXP
- Relic Chest: Basically a reroll mechanic in case you get a terrible starter/Lvl. 3/Lvl. 5
etc. relic, not bad if you wanna replace relics. You can even replace starter relics.
- Crack Portals: 3 Provision cost teleports that connect you to a specific closeby Rift
(Open → Closed).
- Observatory: 5 Provision lets you light up the area for people with movement relics to
teleport to.
- Spirit’s Sanctum: 10 Provisions for 150 EXP on Zone 2; 15 Provisions for Zone 3,
unlimited use until Lvl 4 (Z2) then Lvl 7 (Z3), for catch-up mechanic. Try to not use this
as it is very inefficient.
- Flags: Debuff your level/Tundra’s Blessing super annoying if you fight a flag debuff
(III) makes your Lvl 10 → Lvl 7, unavoidable/unremovable
- Barricades: worst new object added to AI by far, literally there to tank 15 stamina from
you with no extra EXP given, avoid in early zones unless you have a to break, typically
there will be some inevitable wastes for guild chests unless you have Wanderer’s Pipe
and can TP inside/TP out the next day. Now they give 20 EXP I guess, they still suck,
avoid unless you have to use.
- Elemental Enhancements:
Class enhancements have been replaced! Elemental enhancements are now levelable
skill trees in a sense, defeating elemental mobs gains EXP for what they were
disadvantaged against. Light/Dark Elemental Enhancement will be the most
important as it is the strongest against the new boss. The best second
element to focus on would be any other element for a warden. It’s best to
have an even distribution in your guild; not everyone can go light/dark as
there aren’t enough mobs to go around. Would still recommend 1/2 of the
guild going light or leveling the second element first and light on later
floors. Dark is needed for Phase 1 and Light is needed for Phase 2.
- Mobs & EXP:
- Fire Mobs → Water EXP
- Water Mobs → Earth EXP
- Earth Mobs → Fire EXP
- Light Mobs → Dark EXP
- Dark Mobs → Light EXP
Lvl 1 Mobs = 80 EXP
Lvl 2 Mobs = 115 EXP
Lvl 3 Mobs = 150 EXP
Etc. Check out the database linked above for more information.
- Artifacts & Gearing:
Use +15 Gear.
AI takes a % of gear you put on them. ATK%/DEF%/HP% = 15%; SPD is usually 20%, and Flat
ATK/DEF/HP/CC/CDMG/Eff/ER are ~17.5%
More elemental upgrades are listed in the database posted above, but
once you hit Lvl. 10 for these elements a lot of times you’ll be using
ATK%/ATK%/SPD or HP%/HP%/SPD.
General rule of thumb: DEF break & Target artifacts or any
artifact are good. Extra CC artifacts good for Zone 1.
Destruction Set/Rage Set/Attack Set/Speed Set + HP/DEF &
Penetration/Torrent are all viable sets. Crit Sets are good early on
for padding Crit Chance
- Hero & Relic Selection:
Important things to look for in a kit:
- Defense break
- ATK buff
- heavy debuff (2+ consistently)
- fast cleanse
- Anyone who can “solo” mobs is helpful in this new AI meta
- Enlisting:
Withdraw:
Total of 10 withdrawal chances. Does not reset, and can be used to withdraw units that
are “unable to fight”. *These will likely be used early for the new power leveling
strategy*
Use this mechanic to your advantage! Early zones often mean weaker heroes, so
if you need to, you can enlist units like Furious who provides everyone CC buff and
DEF break to withdraw later on. Do note that if a unit dies and you withdraw and
re-enlist it, it does not revive.
- Relics are now all “General Relics” compared to before when there were different types
of relics. These three are the starter relics.
Wolf’s Gauntlet is a solid damage booster (EARLY GAME ONLY) and
Exploration Journal is overall best chance for power leveling.
As you level up it will automatically give you a new relic slot. Leveled relics are
random. Lvl 3/5/7/9 all come from the same pool of relics.
Bronze Ring. Vitality Brew, Wooden Doll: These three movement relics are a trio and
need to be used together to make each other look the best. A common issue with this
new AI is the enlistment system and how quickly you run out of units. With these, you
level faster due to the amount of tiles being covered. If you’re earlier game, It’s probably
best to pick up Bronze Ring and Wooden Doll first. (S+ if all three, standalone B - As)
Wanderer’s Pipe: Best movement relic for 1x usage per day especially if you just have
leftover 5 provisions and don’t want to fight a mob, if you have an area lit up you can
just teleport past it, very useful relic (S)
Conqueror’s Flag: Winning battle vs mobs using <3 heroes decrease the mob’s heart by
one extra (GIVES DOUBLE EXP EVEN AT 1 HEART) → more consistent Four-Leaf
Clover (A-S)
Ancient Shield: Defeating a mob decreases the mob’s HP by an extra one (GIVES
DOUBLE EXP EVEN AT 1 HEART) → more consistent Four-Leaf Clover (A-S)
Eerie Dish: Very mediocre provision efficiency compared to the other possibilities (C)
Food Supply: Good for a dead guild, but funny (B)
Four Leaf Clover: All depends on your 50/50 luck (B - S+)
- What is Tundra’s Blessing? It’s just a mechanic that gives a 15% DMG boost → 30% (Lvl.
2) → 50% (Lvl. 3)
- Aekhir Tome: Of the three non-starter Tundra’s Blessing relics, this one is by far the
worst, I’d never pick it up compared to the other two, but it’s better than the grief relics
(C)
- Snake Head Figurine: Best Tundra’s Blessing artifact, it’s especially good for DMG
dealing in earlier Zones/against Flagged Mobs (who lower your level/Blessing). Since all
healing statues are now next to Prongos, you can just hit then grab for 30% DMG pretty
great (A+)
- Broken Arrow: Second best of the three, easier conditions because you can still
mono-element. (A+)
- Sacred Charm:: Increases Prongo battle chances by 2. Slightly more important now that
we have reverted to a 2-week schedule (B-S)
- Best Early Game: (3 Slot) (Lvl 5-6)
Exploration Journal – Conqueror’s Flag or Ancient Shield – Bronze Ring
- Best Mid Game: (4 Slot) (Lvl 7-8)
Conqueror’s Flag or Ancient Shield – Bronze Ring – Wooden Doll – Vitality
Brew or keep Exploration Journal
- Best Late Game: (5 Slot) (MAX) (After reaching 4k Rage in Z3)
Broken Arrow or Snake Head Figurine – Bronze Ring – Wooden Doll –
Four-Leaf Clover – Sacred Charm or Wanderer’s Pipe depending on what’s
necessary
- Super Hero Loadout: Snake Head Figurine – Sacred Charm – Four-Leaf Clover –
Conqueror’s Flag – Ancient Shield (meaning you are trying to carry the weight of your
entire guild on your shoulders)
Loadouts: (5 Relic Slots)
Example of full movement relic loadout. Towards the end, if you’re just hitting Prongo
and high-rolled relics, you can probably replace Exploration Journal + Wanderer’s Pipe
for the two best Tundra’s Blessing artifacts for the three Prongo revive phases (since
you’re likely to be Exploration Level 10)
Once you get max level you can just hit up a Zone 3 Relic chest and replace
your starter relic with either a mobility or Tundra’s Blessing relic again.
Must have = do not choose unless you have almost all the units, Useful
Pairing means it’s often used as a secondary team or good in duo/trio
pairings.
Elite Mobs Comps & Kits:
Bronze Rupetta (Golem): Haste on DEF break EE/Alabastron or RnL, Ken, Fire Lilias,
Mascot Hazel or Roana / Restrict Comp: Tenebria, Haste, Mascot Hazel, Lidica /
alternatively try last AI seasons Roana comp using Conquerer Lilias, Mediator Kawerik,
Ken, and Roana.
[NEW] Tori/Haste/M. Hazel/Fire Lilias or Ken
*Golem’s kit has been copied and pasted over with a new mechanic; Fire Heroes gain
Enhanced Element, which is just 20% ATK and 10% Max HP for all fire heroes.
Ignores DMG suffered limit effect when 3 or fewer enemies.
Agonizing Caides: Ainos 2.0 on Wondrous Vial Potion/Touch of Rekos, Requiem Roana
on Bloody Rose, Commander Lorina on Jack-O’s Symbol, Remnant Violet/Martial Artist
Ken/Assassin Cidd – thieves require a higher elemental level to function.
Nath/Ral Azimanak: Conqueror Lilias on Proof of Valor or War Horn, Savior Adin on
Sword of Cycling Seasons, Camilla on Benimaru’s Tachi, or Infinite Horizon
Achates/Maid Chloe
Banshee Queen Rubellite: Midnight Gala Lilias (Bastion of Hope for later zones, Hostess
of the Banquet works for earlier Zones) + Silvertide Christy (War Horn)
Copper Wyvern: Brieg (Counter Set BiS) frontline as tank decrease in Fighting
Spirit/Focus shouldn’t be too relevant in this fight, Ran (RnL), Diene (Rod of
Amaryllis), + main DPS of Choux, Luna, or Sigret
Early Mob Duo Comps:
The easiest way to power level elements early game is to use duos so that you don’t have
to use all your withdrawals and so that you can hit more enemies for more EXP.
The baseline for this strategy is to look for a sustainable solo carry + OP
support or once you hit Lvl 3 on the element, 2 DPS/1 Sub-DPS 1 carry
works. In this case, you want to use less important units if you’re saving for the boss
fights so enlisting a lot of unorthodox units will happen. Yielding/Disconnecting in
a normal mob fight only loses ONE provision; keeps units. (Elite Mobs/Prongo
keeps track)
Examples:
Light:
- Conqueror Lilias + Any Sustain Carry (Savior Adin, Navy Captain Landy, Twisted
Eidolon Kayron, Sylvan Sage Vivian, Tempest Surin, Mirsa)
- Unbound Knight Arowell + DPS that can DEF break, ex. Elegaic Candle Faithless
Lidica
- Ambitious Tywin + Specimen Sez
- Spirit Eye Celine + Soulweaver
- Solitaria of the Snow + Soulweaver
As you level up you will have to worry about this less, and it becomes apparent what you
can do with units that have innate healing like Ravi, Apocalypse Ravi, Midnight Gala
Lilias, etc. Lifesteal set is pretty decent for these mob clearings but not as good for the
boss (applicable after Lvl. 3 on an element).
Level 5+ Elemental Solo Clearing:
This will probably be only after Zone 2 once you acquire enough EXP from hitting mobs,
but at this point, you should be considering minimizing the usage of units to hit EXP for
mobs because they now have more hearts than before.
A general rule of thumb: be at least within one level of a mob before
attempting to clear. Two is okay, but three or more levels below is 100%
pushing it and you will explode. (Overleveled is fine of course)
This is just a mini section of what works as solo clearer: as long as you are the same level
or above, any tanky Lifesteal unit will solo a mob heart.
Some easier to tell solo units:
Any warrior can be Sigurd Scythe, Golden Rose, or just have a heal EE like Alencia
Any ranger, as they can wear Bloodstone
Any knight that has an S1/S2 AoE, can either have lifesteal or just passive healing on proc like Navy Captain Landy
Do not enter Zone 3 until Lvl. 7 on at least one element. I highly
recommend using my strategy and power level one element so that it can
carry and kill other mobs for your sub-element later on. (Ex. Day 2
Roadmap) – Four Leaf Clover is one of the best relics if lucky for this
reason; it solves unit deficiency.
Day 9 of AI; you can even be maxed Lvl + double Max Element if Lucky by then.
Zone Clearing
Splitting Your Guild for Future AIs:
Since this is AI Beta, we have an extra week, but we don’t know if we will next time.
What I recommend is splitting the guild completely evenly into the 5 elements, with 6
people in each team as their “main” element. To determine this I looked at every single
one of my guild mate’s journal collections but obviously, you don’t have to do that. After
splitting them up, you can assign 20 people with a sub-element of Light/Dark, and the
rest of the 10 can pick whatever RGB they want as a sub-element. Clearly early zone
mobs/bosses really don’t require much as long as you follow proper strategy.
Just an example of what it would look like to an extent, but I think you get the idea.
Dark element is more important towards the end because of the Enraged phase (Revive
3 Prongo).
Warden Comps:
All wardens have pretty much the same mechanic: no CR push/they strip/4 hits =
counter, stacking DMG, need DEF break + hard carry DPS. They’re all relatively easy as
long as you are the same level or above their level in element.
Ice Warden:
Lilka: SPD Pen + Song of Stars
Mercenary Helga: SPD Pen War Horn/any Team DMG buff arti
Cidd: SPD Pen + Dust Devil/Our Beautiful Seasons
Roana: Touch of Rekos (Frontline)
This team can solo with good DEF break RNG/Tundra’s Blessing, otherwise, it usually
does 75-85% of the Warden’s health. Roughly 3.5m no Tundra’s Blessing in Lvl 10 vs 10.
Alternative team: (Best used when Warden is <55% HP)
Midnight Gala Lilias: SPD Torrent + Dark Blood Keeper or Our Beautiful Seasons
Iseria: SPD Pen + Song of Stars
Immortal Wukong: Rage Pen + Pipette Lance or Our Beautiful Seasons (EE 3)
or Lilibet same thing EE 3
Destina: SPD HP + Touch of Rekos (EE 2 not EE 3)
Together they should be able to two-shot warden if you’re one level above, if you’re
double warden’s level you can probably solo with comp 1.
Fire Warden:
Brieg: Counter Pen + Our Beautiful Seasons or Ancient Dragon’s Legacy
Ran: SPD Pen/Torrent + RnL or Dust Devil or Silver Rain
Karin: SPD Pen + Dust Devil
Elena: normal build just have gear on for her passive (Frontline)
Alternative team:
Luluca: SPD Pen + DEF break EE
Riza Hawkeye: SPD Pen + Bloodstone
Sigret: SPD Pen + Our Beautiful Seasons
Diene: SPD HP + Rod
Earth Warden:
Mascot Hazel: Touch of Rekos/Prophetic Candlestick (Frontline)
Cermia: SPD Pen + S1 Dual EE + Our Beautiful Seasons
Haste: DEF break EE + SPD Pen/Torrent
Tenebria: Bloody Rose + SPD Pen/Torrent
Should be pretty easy clear with double Vampirism, there’s no reflect mechanic so it
can’t heal or anything.
Alternative team:
Tamarinne: Touch of Rekos/Prophetic Candlestick (Frontline)
Kane/Ken: SPD Pen (if Ken dual EE) + Our Beautiful Seasons
Serila: Bloody Rose + DEF Break EE
Baal & Sezan: Kal’adra
Prongo Comps:
Prongo comps mainly care about the main carry/DPS having elemental buff, the supports can
be whatever other element (if you have an addition of a healer being a support), so keep that
in mind when you try making a comp for this. More importantly, the crystal that spawns with
the Prongo allows you to run no healer comps as it gives healing every time you kill so you
can just bring AoE. DO NOT USE BLOODY ROSE OR ANY FORM OF
VAMPIRISM DEBUFF (IT HEALS THE BOSS)
These are earlier zone comps, once you get close to max level there is a high possibility
you can mix and match more often for better scores as you will only get 2-3 hits per fight
on Prongo.
Revived Prongos: They all have 120 Effect Resistance, so remember to up the
Effectiveness on your units as shown in my video. Rage Set is still best in slot, but I don’t
have that so Destruction is the next best option. Speed is okay but I figured out an Ainos
rotation to make it work at 160 SPD.
If you are using any off-element comp, you won’t do anywhere near as much damage
without at least Tundra’s Blessing Lvl 2.
For Warriors, Jack-O’s Symbol is better starting at +21 compared to Our Beautiful
Seasons/Special Strawberry Cake (these two artifacts are interchangeable)
Phase 1: (Light Prongo)
Comp 1: Mono Dark - (Main Comp)
Mediator Kawerik: SPD Pen + War Horn (Should go last due to Ainos 2.0 pushing
Mellona, allowing you SB S3 turn 1)
Ainos 2.0: SPD Pen/Hit + Touch of Rekos/Super Duper Water Gun Shooter (Should go
second and SB)
Lone Crescent Bellona: Rage/Destruction + Pen on Jack-O’s Symbol/Our Beautiful
Seasons (Highest ATK)
Sea Phantom Politis: SPD Hit + Ms. Confille/Candlestick (Fastest unit)
Comp 2: Mono Dark (Harsetti)
Harsetti: SPD Hit + Scroll of Shadows/Book
Remnant Violet: Rage/SPD Pen + Shepherd of the Hollow → alt. DPS: Torrent Kaladra
STene, Rage Pen Clorina
Lone Wolf Peira: SPD Hit + War Horn/Candlestick
Sinful Angelica: SPD HP/Hit + Candlestick
LF 1x good immunity dark buffer other than Handguy please Smilegate
Phase 2: (Dark Prongo)
Comp 1: Mono Light - (Main Comp)
Navy Captain Landy: Counter/Rage/SPD Pen/Torrent + Our Beautiful Seasons
Camilla: Benimaru’s Tachi or Border Coin + SPD Pen → fastest unit on the team
Savior Adin: Sword of Cycling Seasons + Rage/SPD Pen
Ambitious Tywin: SPD Pen/Hit + War Horn
Comp 2: Conqueror and Friends
Conqueror Lilias: War Horn/Border Coin + SPD Pen
Infinite Horizon Achates: War Horn/Super Duper Water Shooter + SPD ER
Captain Rikoris: Jack-O’s Symbol/Pipette Lance/Our Beautiful Seasons + Rage/ATK
Pen/Torrent
Little Queen Charlotte: Jack-O’s Symbol/Pipette Lance + SPD Pen
Yoonryoung and Last Rider Krau are units that can replace sub-DPS if you need an
immunity buffer - ex. Adin in Comp 1 can be replaced with another unit, or even
replaced with Rikoris. The major issue with this element is a lack of primary immunity
buffers.
General Elemental Comps:
Fire:
Mascot Hazel: SPD HP + Touch of Rekos/Prophetic Candlestick
Kane/Ken: SPD Pen (if Ken dual EE) Our Beautiful Seasons
Zealot Carmainerose/Cermia: SPD Pen + Kal’adra/SPD Pen + S1 Dual EE
Fire Lilias: SPD Pen + DMG Arti
Ice:
Brieg: Counter Pen + War Horn or Ancient Dragon’s Legacy
Ran: SPD Pen/Torrent + Silver Rain or Alabastron
Fenne: SPD Pen + Jack-O’s Symbol or Our Beautiful Seasons
Elena: SPD HP + Touch of Rekos
Earth:
Verdant Adin: SPD Pen + Dust Devil
Young Senya: SPD HP + War Horn
Charles: SPD Pen + Our Beautiful Seasons EE 1 or Iseria SPD Pen/Hit + Song of Stars
Cidd: SPD Pen + Dust Devil
Ideally, you don’t want to hit Prongo with off elements but this is mainly in case your
guild is dead. Off-elemental comps are lackluster compared to Light & Dark comps.
Mixed Elemental Comps (L/D primary):
This section is here for those who maxed both elements and are able to make up for
weaknesses in comps (usually because an element doesn’t have elemental advantage or
is missing an immunity buffer or primary defense breaker).
Fire/Light: (fighting Dark Prongo)
Mascot Hazel: SPD HP + Prophetic Candlestick
Cecilia: SPD Hit/Pen + War Horn (EE 1)
Navy Captain Landy: Counter/Rage/SPD Pen/Torrent + Our Beautiful Seasons
Camilla: SPD Pen/Hit + Benimaru’s Tachi
Or
Guider Aither: SPD Pen + Kal’adra (EE 1 or 3)
Commander Pavel: SPD Pen + Our Beautiful Seasons
Fire/Dark: (fighting Light Prongo)
To be honest, the Mellona team is still great, but there are a lot more options with Dark
because of Mediator Kawerik; however, let’s assume that you have used the primary
team of Mediator Kawerik + Sea Phantom Politis + Ainos 2.0 + Lone Crescent Bellona
Same assumptions will be made for the other dark elemental comps.
Mascot Hazel: SPD HP + Prophetic Candlestick
Cecilia: SPD Hit/Pen + War Horn (EE 1)
Zealot Carmainerose: SPD Pen + Kal’adra
Bystander Hwayoung/Remnant Violet: SPD Pen + Jack-O’s Symbol/Our Beautiful
Seasons; Commander Lorina is better when the Prongo is lower HP
Ice/Light: (fighting Dark Prongo)
Ran: SPD Pen/Torrent + Silver Rain or Alabastron
Angelica/Elena: SPD HP + Touch of Rekos
Navy Captain Landy: Counter/Rage/SPD Pen/Torrent + Our Beautiful Seasons
Camilla: SPD Pen/Hit + Benimaru’s Tachi
Or
Luna: SPD Pen + Jack-O’s Symbol/Our Beautiful Seasons; Sigret if boss is <50% (EE 1)
Conqueror Lilias: SPD HP/Hit + War Horn/Super Duper Water Gun Shooter
Ice/Dark: (fighting Light Prongo)
Ran: SPD Pen/Torrent + Silver Rain or Alabastron
Angelica/Elena: SPD HP + Touch of Rekos
Sinful Angelica: SPD Hit/HP + War Horn (EE 3)
Bystander Hwayoung/Remnant Violet: SPD Pen + Jack-O’s Symbol/Our Beautiful
Seasons; Commander Lorina is better when the Prongo is lower HP
Earth/Light: (fighting Dark Prongo)
Young Senya: SPD HP + Touch of Rekos/War Horn
Iseria: SPD Hit/Pen + Song of Stars or Prophetic Candlestick
Navy Captain Landy: Counter/Rage/SPD Pen/Torrent + Our Beautiful Seasons
Camilla: SPD Pen/Hit + Benimaru’s Tachi
Or
Verdant Adin/Cidd: SPD Pen + Dust Devil/Our Beautiful Seasons
Conqueror Lilias: SPD HP/Hit + War Horn/Super Duper Water Gun Shooter
Conqueror Lilias: SPD HP/Hit + War Horn/Super Duper Water Gun Shooter
Bellona: SPD Hit/Torrent/Pen + Bloodstone (EE 1)
Immortal Wukong: Rage/SPD Pen + Jack-O’s Symbol or Our Beautiful Seasons (EE 3)
Ray or Destina: SPD HP + Touch of Rekos (Ray EE 1 or 3, Destina any EE)
Bystander Hwayoung/Remnant Violet: SPD Pen + Jack-O’s Symbol/Our Beautiful
Seasons; Commander Lorina is better when the Prongo is lower HP
Light/Dark: (fighting Light Prongo)
This comp is better than BiS Mono Light comp
Sea Phantom Politis: SPD Hit + Prophetic Candlestick (Fastest unit)
Mediator Kawerik: SPD Pen/Hit + War Horn
Navy Captain Landy: Counter/Rage/SPD Pen/Torrent + Our Beautiful Seasons
Camilla: SPD Pen/Hit + Benimaru’s Tachi
Alternative team: (not better than mono light most of the time)
Conqueror Lilias: SPD HP/Hit + Prophetic Candlestick/Super Duper Water Gun
Shooter
Harsetti: SPD Hit + Scroll of Shadows/Book
Ambitious Tywin: SPD Pen/Hit + War Horn
Bystander Hwayoung/Remnant Violet: SPD Pen + Jack-O’s Symbol/Our Beautiful
Seasons
Zone 1 (General Strategy)
Day 1:
Day 1’s strategy is the same as always, MAKE SURE TO LOGIN EARLY TO GET ALL
THE REWARDS. Warden access points are near the middle of the map so venture
towards there, Prongo Phase 1 (Light Prongo) is at the bottom while Dark Prongo is at
the top, I would ignore all of the extra portals for the most part and just go straight for
the objective of clearing wardens, so double check when you’re about to go through a
portal.
Day 2:
This day should be spent finishing zone 1 and starting to collect mob EXP in zone 2,
remember to not move towards zone 2 until you’re at least level 4 in one element.
Day 3:
Finish off the boss in Zone 1 and start collecting mob EXP in Zone 2, those who are Lvl.
7 can pretty much solo any Lvl. 5 elite mobs.
Zone 2 (General Strategy)
Days 4-6:
Zone 3 (General Strategy)
Day 7-8:
Days 9 - 11:
Hard clear Prongo
Days 12 - 14 → Free Week of Exploration
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New Update Highlights (Visible in Document Images and Text) {
In the uploaded screenshots and notes, you can see emphasis on new units and updated relics, including Boss Arunka as a BiS candidate and Straze with a new Enlightened Essence (EE) being strong for solo/duo play. Images show various relic and artifact loadouts and the new general relic concept. The document also references a new layout for exploration levels and a “Spirit’s Sanctum” option with high costs but possible catch-up benefits.}
Exploration Level Details (Screenshot References)
Season 8 expansion introduced new exploration mechanics, and this document reiterates updated rewards for reaching higher exploration levels, including increased daily provisions and EXP from various actions. The provided image highlights increased rewards per level and the change from older seasons. It also shows a table-like progression for Level 1 through Level 7 (and beyond) with changes in provisions and rewards. The details describe the mechanics for acquiring EXP via exploration level, and the new max level being 10. See the image in the original doc for the visual breakdown.
Nodes/Objects Revisited
- Chests: Zones 1/2/3 all have the same rewards; pick them up as you go. Do not focus on early chests during Zones 1 & 2 because you need to power level to reach later chests.
- Guild chests are WORTH: Grab Greater Guild Chests primarily; Prongo priority is more important.
- Campsites: Always use them when encountered; they provide free provisions.
- Healing Statues: As always; more important this season due to mobs you must kill.
- Bizarre Tombstone: EXP giver (doubled bag EXP, but 10 people max per tombstone) 100 EXP.
- Bags: Better chests in early game; needed for leveling (unlimited usage) 50 EXP.
- Relic Chest: A reroll mechanism to replace terrible starters, relics; you can replace starter relics.
- Crack Portals: 3 Provision cost teleports that connect you to a nearby Rift (Open → Closed).
- Observatory: 5 Provision lets you light up the area for people with movement relics to teleport to.
- Spirit’s Sanctum: 10 Provisions for 150 EXP on Zone 2; 15 Provisions for Zone 3; unlimited use until Lvl 4 (Z2) then Lvl 7 (Z3), for catch-up mechanics. Try not to use it as it is inefficient.
- Flags: Debuff your level; Tundra’s Blessing is annoying if you fight a flag debuff (III) makes your Lvl 10 → Lvl 7, unavoidable/unremovable.
- Barricades: a painful new object added to AI; tanks stamina with no extra EXP; avoid in early zones unless you have Wanderer’s Pipe to TP in/out.
Elemental Enhancements (More Details)
Elemental enhancements replace traditional class enhancements and act as levelable skill trees. Defeating elemental mobs yields EXP for the elemental it is disadvantaged against. Light/Dark enhancements are the most important as they counter the new boss. The best second element to focus on is another element for a warden. Encourage even distribution; not everyone can go light/dark due to mob availability. A recommended approach is to have about half the guild go light or level the second element first and light on later floors. Dark is needed for Phase 1 and Light for Phase 2.
Mobs & EXP (Value Breakdown)
Exp values per mob scale with level:
- Lvl 1 Mobs = 80 EXP
- Lvl 2 Mobs = 115 EXP
- Lvl 3 Mobs = 150 EXP
- Etc. (Refer to the database for more detailed progression)
Artifacts & Gearing (Gear and AI Interaction)
- Use +15 Gear.
- AI takes a percentage of gear; the distribution is roughly ATK%/DEF%/HP% = 15%; SPD typically 20%; Flat stats around 17.5% for ATK/DEF/HP/CC/CDMG/Eff/ER.
- Elemental upgrades: when items reach max elemental level, most builds use ATK%/SPD or HP%/HP%/SPD.
- A general rule: DEF break and target artifacts or any artifact are good. Extra CC artifacts are good for Zone 1. Viable sets include Destruction, Rage, Attack, Speed, plus HP/DEF and Penetration/Torrent. Early on, Crit Sets help pad Crit Chance.
Hero & Relic Selection (Key Kit Considerations)
- Important kit attributes: Defense break; ATK buff; strong debuffs (2+ consistently); fast cleanse; units that can solo mobs are valuable in this AI meta.
Enlisting & Withdraw Mechanics (Strategic Use)
Withdraw:
- Total of 10 withdrawal chances. Won’t reset; can withdraw units that are unable to fight. These are useful in early zones for power leveling strategies.
- If a unit dies, you can withdraw and re-enlist but it will not revive after withdrawal.
Relics:
- Relics are now generalized; starter relics include Wolf’s Gauntlet, Exploration Journal, Bronze Ring, Vitality Brew, Wooden Doll, and movement relics. Leveled relics are random; Lvl 3/5/7/9 come from the same pool. Wanderer’s Pipe is a top-tier movement relic for one-use-per-day; Conqueror’s Flag and Ancient Shield provide EXP and healing benefits with caveats.
Loadouts (Relic Slots):
- There are five relic slots; early game recommended setups include Exploration Journal and Bronze Ring; later you can swap in Tundra’s Blessing artifacts for late Prongo phases.
- The document provides “Best Early Game,” “Best Mid Game,” and “Best Late Game” loadouts depending on current slot availability and level.
- Elite power helps carry a guild; the strategy emphasizes not relying solely on a single member to carry; instead, coordinate relics to maximize EXP and survivability.
Loadouts (Relic Slot Examples)
- 5-slot configurations show full movement relic loadouts; nearing Prongo, you may replace Exploration Journal + Wanderer’s Pipe with two top Tundra Blessing artifacts for revival phases (assuming Exploration Level 10).
- Upon reaching max level, you can clear a Zone 3 Relic chest and replace starter relic with mobility or Tundra’s Blessing relics again.
Elite Mobs Comps & Kits (Expanded)
- Bronze Rupetta (Golem): Haste on DEF break EE/Alabastron or RnL; Ken; Fire Lilias; Mascot Hazel or Roana
- Restrict Comp: Tenebria, Haste, Mascot Hazel, Lidica
- Optional Roana-based comp: Conquerer Lilias, Mediator Kawerik, Ken, Roana
- NEW: Tori/Haste/M. Hazel/Fire Lilias or Ken
- Golem’s kit updated with new mechanic: Fire Heroes gain Enhanced Element (+20% ATK, +10% Max HP for all fire heroes). DMG limit ignore when 3 or fewer enemies remain.
Nath/Ral Azimanak: Conqueror Lilias on Proof of Valor or War Horn, Savior Adin on Sword of Cycling Seasons, Camilla on Benimaru’s Tachi, or Infinite Horizon Achates on various loadouts.
Banshee Queen Rubellite: Midnight Gala Lilias + Silvertide Christy (early zones)
Copper Wyvern: Brieg frontline; Ran, Diene, and main DPS such as Choux, Luna, Sigret; Ran often paired with RnL or other options.
Early Mob Duo Comps (Power Leveling)
- The simplest early power-level approach uses duos to maximize mob hits and reduce withdrawals.
- Best to consider a sustainable solo carry with a strong support, then add DPS/sub-DPS as needed.
Examples by element:
- Light: Conqueror Lilias + Sustain Carry (Savior Adin, Navy Captain Landy, Kayron, etc.)
- Others: Arowell with DEF break DPS like Lidica
- Yellow/Green combos noted for synergy improvements as you level up
Lifesteal strategies and healing-strong units are situational, especially after Level 3 on an element.
Zone 1 to Zone 3 Progression Rules and Tips
This section details zone progression rules: do not enter Zone 3 until Level 7 on at least one element; recommended to power level one element to carry sub-elements later. Day 9 AI can max Level with double Max Element if Lucky. Day 2 aims for Level 4 in one element before proceeding to Zone 2. Day 9 onward details a progression for maxing out to reach Zone 3.
Zone Clearing: Split Guild, Wardens, and Prongo Mechanics
Zone 1 General Strategy (repeatable guidelines)
- Day 1: login early, guard wardens; prefer Prongo Phase 1 bottom, Phase 2 top; avoid unnecessary portals.
- Day 2: complete Zone 1, start mob EXP in Zone 2; ensure Level 4 in at least one element before moving to Zone 2.
- Day 3: finish Zone 1 boss; Zone 2 EXP collection continues; Level 7 solo-capability for LvL 5 elites is possible.
Zone 2 General Strategy
- Days 4-6: general strategies for Zone 2.
Zone 3 General Strategy
- Day 7-8: general strategies for Zone 3.
- Day 9-11: Hard clear Prongo.
- Days 12-14: Free Week of Exploration.
Zone 3: Relic and Looting Strategy
- Zone 3 Relic chests: you can replace starter relic with mobility or Tundra’s Blessing relic again once max level.
- The guide emphasizes avoiding Bloody Rose or vampirism debuffs in Prongo fights.
Day 9 and Beyond: AI Progression (Max Level and Element Focus)
- The document emphasizes strategies to reach Day 9 AI with max level and double Max Element, particularly when lucky.
- It also highlights the need for careful planning of elements and power-leveling to ensure survivability across zones.
Zone Clearing Visual Aids and Tier Lists
- The document includes several images illustrating best artifacts, relic loadouts, and recommended setups for various stages of the game.
- There are color-coded images showing artifact tiers and recommended combos for early, mid, and late game.
Must-Have, Useful Pairings, and Elite Mobs (Summary List)
- Must Have: no specific one, but a strong core of sustain and DEF break is critical.
- Useful Pairings: pairs used as secondary teams or for duo/trio play.
- Elite Mobs: details on comp options and recommended items.
Zone 1-3 Summary and Takeaways
- The content emphasizes fielding balanced elemental teams, maintaining power-level progression, and using relics to maximize EXP gains while avoiding unnecessary EXP waste in early zones.
Additional Notes on Gameplay and Strategy
- The document emphasizes the importance of the explorer experience, the use of relics, and the balance of light/dark elements across the guild for optimal progression.
- It advises on how to handle Prongo mechanics, how to avoid vampiric effects, and how to maximize EXP per fight.
Elimination Rewards (Visual Examples)
- The document includes several images showing Elimination Rewards with different item screns.
Final Comments and Appendix
- The document ends with screenshots of artifacts and a list of must-have and useful pairing for different sections, along with a section describing the general progression of exploration levels and rewards.
Day 12-14 Free Week (Recap)
- The last section notes that there is a free exploration week following the hard-phase days, providing an opportunity to catch up and test different comp configurations.
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End of Document excerpts and references
- New units: Successor Taeyou, Guard Captain Krau, Rinak, Boss Arunka, Disciplinary Prefect Aria; buffed units Fenris, Charles, Straze; Thorn of a Blue Rose and Boss Arunka noted as high potential with Boss Arunka likely BiS. Alt. Monolight. Straze with new EE good for solo/duo.
- Updated Arti/Hero List.
- Several guidance blocks on exploration level, nodes/objects, enhancements, Mobs/EXP, gear, and relic strategies, as well as loadouts and elite mob comps.
- Zone strategies for Zone 1, Zone 2, Zone 3 emphasize early login rewards, power leveling one element, and careful progression through Prongo and wardens.
- Relic strategies emphasize the use of general relics, with guidance on which relics to prioritize at early, mid, and late game, and how to transition during power leveling.
- A large portion of the document is dedicated to detailed Warden comps for Ice, Fire, Earth, and other elemental interactions, including explicit unit pairings, buff/debuff strategies, and fallback options.
- Ongoing updates include a live mapping by Bredde and an AI Resource Database by Unloved & Mori, as mentioned in the header lines.