\r\nUndead Lair<\/a> \r\nMonsters in the Undead Lair generally do little damage to a player with maxed Defense; Knights can usually charge their way through it with ease. However, when rushing an Undead Lair, always be on the look out for Slimes and Vampires, as they do the most damage. If you find yourself Slowed in the midst of a mob of Vampires, it is usually best to escape to the Nexus, or, if you are a Rogue\/Trickster, teleport to safety immediately. Speed is not<\/b> an advantage in the Undead Lair, as the traps deal very<\/i> high damage, and you may run into groups of Slimes and Vampires. \r\n \r\n \r\nSnake Pit<\/a> \r\nFourth most dangerous dungeon to rush, because of those pesky walls. Classes with piercing weapons, like bow classes, are very well suited to rushing Snake Pits. The main obstacle is breaking down the walls. You should try to do this quickly without being caught by the mob of Vipers that will be following you. Piercing weapons can do this efficiently and with ease. \r\n \r\n \r\nManor of the Immortals<\/a> \r\nThe third most dangerous dungeon to rush, because of those stupid-inflicting Vampire Bat Swarmers. The essential thing you need to know before rushing a Manor is how to safely control your character whilst Confused. Try and avoid the mobs of Bats. It is very difficult to go through the dungeon without being Confused, but once you are familiar with the Confused controls, this problem is resolved. When you are confused, \"A\" moves back (that's the most important one), \"D\" forward, \"W\" left, \"S\" right, camera rotation is reversed. You can bend your hand 90 degrees to use DWAS instead of WASD (that's the easy way to remember). \r\n \r\n \r\nAbyss of Demons<\/a> \r\nThis is the most dangerous dungeon to attempt to rush, as the demons\/brutes can quickly surround you and kill you in seconds. Even as a Knight, their sheer numbers will overwhelm and destroy you. Abysses also tend to be long, labyrinthine, and arduous; the lava rivers also lead you to your death, as they decrease movement speed and cause 30-50 damage\/second. That, along with the demon brutes, is why rushing is highly not recommended. \r\n \r\n \r\nOcean Trench<\/a> \r\nOcean Trenches tend to be easy to rush, as long as you can dodge the Sea Mares and their Paralyzing spinners. Having an anchor is always a good idea (see top of page for details). The Fishman Warriors and their Fishmen inflict Confuse, so make sure you know how to control your character when Confused, and make sure you don't run into a Mare. \r\n \r\n \r\nTomb of the Ancients<\/a> \r\nThe Tombs of the Ancients is the second most dangerous dungeon to rush (behind the Abyss of Demons), with the Bloated Mummies inflicting Confuse and Paralysis (through scarabs), the Lion Archers also paralyze, but are more dangerous than the Mummies and their scarabs. Jackals are the main killers in Tombs, considering their high damage output and the Jackal Lord's ability to have many Jackal Assassins by his side, which both lead to a lot of damage very quickly. They like taking advantage of you being Slowed in quicksand. In addition, be wary of turrets; they can majorly hinder your rush. \r\n<\/div> ","##Introduction\r\n\r\n- Rush<\/dt>\r\n
- To run ahead through a dungeon, killing few enemies, in an attempt to reach the boss before anyone else (or help a group reach it faster).<\/dd>\r\n<\/dl>\r\n\r\nWhen rushing a dungeon--from an Undead Lair to a Wine Cellar--you need to be prepared. The best classes for rushing are **Knights, Rogues, Tricksters, Ninjas, Paladins, Warriors, and Mystics (with the Orb of Conflict),** but *you can feasibly rush on any class.*\r\n\r\n##Tips\r\n\r\n- Fill your HP and MP potion limits. When rushing, you **will** take damage. You will run into rooms full of mobs and will not clear them, so you should stock up as many pots as possible. If you can, have other restoratives in your inventory.\r\n- It helps to have a pet that restores HP and\/or MP to increase your regeneration time or ability usage.\r\n- If you're a Rogue, try and use a high tier cloak or a Planewalker, as these will allow you to breeze through whole rooms of enemies and sustain little damage.\r\n- For Tricksters and Ninjas, it often helps to use the T0 ability, as it is more mana-efficient and can be used more.\r\n- Max your character. For classes that require their ability to rush effectively, be sure to max Wisdom, and for classes with high damage output, max Dexterity and Attack. **Note that it is *highly advised* to max Speed and Defense to rush effectively and safely**. If you're a Knight, for instance, you will take a huge amount of damage, so these stats are sure to help.\r\n- Always be ready to teleport. A quick, safe, and reliable method is to type `\/teleport ` in the chatbox, and then click somewhere else on the screen. This will leave the chatbox inactive, but keep the text inside. Should you need to teleport in an emergency, press *enter* twice to teleport to whoever you selected.\r\n - Note that you *cannot* teleport to someone who is either Cloaked or paused (or not in the dungeon at all). Thus, it is highly recommended that you choose a player before rushing. Tell them you have done so, so that they are always available as a teleport.\r\n- It is useful to have a piercing weapon, as the large swarms of enemies (such as Vampire Bat Swarmers in the Manor of the Immortals) are hard to deal with if you don't have a piercing weapon, and being Confused can severely hamper your rush.\r\n- Use common sense. Rushing dungeons is dangerous but fun, and you should always watch for enemies which could prove troublesome, like paralyzing Sea Mares in the Ocean Trench. Make an effort to avoid them or kill them as fast as possible. Keep a finger on your Nexus key, as being paralyzed or rushing into high-damage groups (such as Undead Lair Slimes) can kill you almost instantaneously.\r\n\r\n