Rush
Once a player has started to familiarize themselves with the basic dungeons in the Realm, they may find themselves wanting to speed up the process of doing dungeons in order to max faster, as getting to 8/8 can take an incredibly long time. However, clearing a dungeon, while decently safe, has its limits in terms of how fast it can be done. This is where rushing comes into the equation. This is usually accomplished by running ahead through a dungeon with only occasionally to never bothering to stop and clear the enemies in your path. While obviously much faster than clearing, this comes with the heavy cost of putting your character in extreme danger, as there are very few times that you are safe or have a chance to breathe.
When rushing a dungeon–from an Sprite World to the Lost Halls–you need to be prepared. In-depth knowledge of a dungeon is highly recommended before attempting to rush it, as without knowledge of what is most dangerous, players can easily be caught by surprise and killed quickly. All classes can feasibly rush, but some will generally outperform others.
Dedicated rushing classes include Tricksters, Kensei, Rogues, and Ninjas. Warriors, Knights, and Mystics have useful rushing talents, while Priests, Archers and Bards can rush effectively given the right equipment.
/teleport <player name>
to a fellow player in the dungeon and then click somewhere else on the screen. This will leave the command in the chatbox, ready to be activated whenever by pressing the chat key twice, teleporting you to safety should you find yourself in inescapable danger. Arranged from worst to best.
Wizard
The Wizard is the slowest class and the frailest class in the game - terrible traits for rushing. With no healing, all Wizards have is their massive DPS - and they can’t even pierce without certain UTs (Staff of Esben or a Staff of Unholy Sacrifice). The DPS can be useful in solo rushes.
However, Wizards have a very Speed themed ST set; the Slurp Scion Wizard Set. The full set immediately brings SPD up to 75, and the spell gives +25 more.
Summoner
Summoners have 60 SPD and a piercing weapon. For any dungeon with strong minions, this isn’t enough
Sorcerer
Huntress
Sorcerers and Huntresses have easy access to both piercing weapons and Slow, with a Scepter of Fulmination or T0 trap. Sorcerers have 60 SPD, while Huntresses have more bulk and a better clearing weapon.
Necromancer
The Necromancer is a step above the Wizard, with healing and superior bulk thanks to the skull’s HP bonus. However, Necromancers are still just as slow, and you have to actually aim the skull in order to heal.
Assassin
Assassins have 75 SPD, like the other two dagger classes. While they don’t have anything else special, Assassins are still quite competent at rushing godlands dungeons.
Samurai
Paladin
Samurai and Paladins hit fairly hard, have heavy armor, and above-average speed. Paladins are better thanks to their Damaging and HP boost, but lack the (relatively weaker) piercing of Samu.
Archer
Bard
Archers and Bards are bow-wielding classes with access to speedy, via the Quiver of Shrieking Specters and Snake Charmer Pungi, respectively. Bards wear robes, but are naturally faster (+5 SPD, and Pungi gives +7 on-equip) and gain a slight DEF buff. They aren’t great in more dangerous rushes, but are at least fast.
Knight
Knights have the highest defense in the game, with 40 DEF, heavy armor, and a shield. Shields can even stun, and few minions are immune to the status. Knights are slow, but very reliable rushers, able to go through places even Tricksters won’t touch (Godland walls) with ease. (Note: be careful of armor break!).
Mystic
The Mystic is a faster-than-average class that can simply Stasis the vast majority of minions; very effectively I.F.F used properly. Both the Soul of the Bearer and Orb of Conflict provide Speedy, though Mystics are still a robe class.
Priest
Priests might be frail and slow, but have a large supply of healing. A plethora of tomes patch up the Priest’s flaws: the Book of Geb gives Speedy, the Tome of Holy Protection gives the defense of a heavy class, and the Tome of Purification cures statuses like Slow or Sick. Using Prot and Geb is very MP expensive, but can be sustained with MP potions in shorter rushes.
Warrior
The Warrior is an excellent class for rushing; not only very tanky, but with the Speedy buff from his helms. The Armored buff from the Helm of the Juggernaut can also be very helpful, and both buffs can be sustained. Warriors are also very strong, but lack piercing.
Ninja
The Ninja is the 2nd fastest class in the game, and the fastest in terms of pure walk speed. Use a Spider Shruiken for the cheaper Speedy and… run. Ninjas rely on pure speed, not having much in defense or other traits.
Rogue
The Rogue is the simplest rusher in the game, largely stemming from 75 SPD and his ability to go undetected. Every cloak has a cooldown of at least 1 second, but you’ll be spending 80%+ of your time without any enemies aiming at you. Most Rogues carry the Cloak of the Planewalker, as its teleportation makes rushing much faster (70 MHeal is required to chain-cloak).
Most rushes become incredibly simple, though some enemies will still fire randomly (i.e, in the Lost Halls), and The Shatters has active anti-cloak measures in place. Note that Quiet will immediately end invisibility.
Kensei
Kensei is, if not the simplest, the safest rusher in the game. Kensei’s Dash, which has a cooldown in order to channel 3 dashses, gives a lengthy invulnerability period. Kensei are especially good where the Rogue suffers, such as the Lost Halls (dangerous, but the actual distance per room is easily covered by a dash) and the aformentioned Shatters.
Trickster
The Trickster is the fastest rusher in the game; her 75 SPD and ability to teleport is easily the highest tiles/second in the game. This teleport has an extremely high skill ceiling, with none of the safety features of either Rogue or Kensei. The Decoy also serves as a destraction tool. The MP-cheap Decoy Prism or the Ghostly Prism are recommended. The Echoes Prism lets you teleport back to a safer place, and the Brain of the Golem puts a stationary decoy, distracting any enemies that are on your tail.
Undead Lair monsters 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 lookout for Slimes, Vampires, and Living Skeletons 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.
The Snake Pit is a relatively easy dungeon to rush, even for unmaxed players. 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. Any non-robe class with maxed Defense won’t take very much damage from the snakes, buying you more time to slip through the walls. For robe classes, Mystics can Stasis the groups of dangerous Greater Pit Snakes, while the Priest can heal any damage he takes.
The Manor of the Immortals can be a tricky dungeon to rush, because of Vampire Bats which inflict Confuse. 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. Fortunately, bats don’t fire projectiles, but inflict Confuse when touching you. 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, “D” forward, “W” left, “S” right, and camera rotation is reversed. You can bend your hand 90 degrees to use DWAS instead of WASD (that’s the easy way to remember).
The Abyss of Demons is a dangerous dungeon to rush, as the demons/brutes can quickly surround you and kill you in seconds. Even as a Knight, their sheer numbers can overwhelm 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 do 45 armor-piercing damage per second. One class with a niche in rushing Abysses is the Paladin, paired with T5 or 6 seal, you can run along through the rooms shooting behind you. Your seal will be able to heal off small damage taken from lava and brutes, and provide a you with the Damaging buff which will thin the growing ranks of monsters. One problem is reaching a dead end; turning around and running through the cloud of minions is very dangerous. If possible, make a tight circle and stick to the wall to run past the few stragglers. However, if you have a Seal of Blasphemous Prayer, this problem becomes obsolete as it is easy enough to turn directly into the crowd of enemies, use your ability, and move out of their clutches again. This technique works quite effectively, but takes practice and a few maxed stats. Even when done well, a large four way intersection or reaching the boss fight and adding the White Demons with armor piercing damage to the mix can spell death for any character. That, along with the fact that clearing with even a 4/8 can take less than 5 minutes, is why rushing is highly not recommended.
The Toxic Sewers is designed to defeat many rushing tactics, as the water within slows your movement speed and stops health regeneration, allowing the densely-packed enemies within and chasing Goblin Brutes to quickly wear you down. Rogues are your best bet when trying to rush a Toxic Sewers, as they can avoid enemy detection while cloaked. Tricksters, with some amount of mastery over the class, can also rush the dungeon effectively by teleporting out of danger and avoiding trips through Sewer Water. Whichever tactic you choose, beware of Yellow and Brown Slimes and their trails–Yellow Slimes will slow you and make it easier for enemies to catch up, while Brown Slimes will quiet you, revealing you instantly if you’re a Rogue. On top of that, walking through their slime can easily stack heavy damage on you, similarly to Lava. Again similar to the Abyss, due to the nature of the dungeon encouraging a slow and careful clear, it is often easier to clear a Toxic Sewers rather than attempt to rush it on a class that does not excel at it.
The Cursed Library is generally as risky to rush as the Manor of the Immortals, as several enemies can hinder any rushing attempts, and the dungeon tends to have a few dead ends in it. Be prepared to circle back the way you came if you come across one of these dead ends. Some enemies to watch out for are the Soulless Scholars (red smaller enemies), who have slowing shots which can leave you stranded in a bad situation, Headless Specters and Bookwyrms which can devastate your character if accidentally walked near, and Hands of the Helpless, which are high-health monsters which will chase you with confusing shots, leading you into even more trouble. Once you get to the boss room, it is highly recommended to kill any chasing enemies, as Avalon the Archivist tends to be a longer fight and the outer areas of the boss room can be traversed without activating the boss.
The Puppet Master’s Theatre is a difficult dungeon to rush, as it combines the breakable walls of the Snake Pit with even deadlier enemies within. While the enemies within don’t chase the player very much, they are very densely packed and move erratically, and many of them are very dangerous to stationary targets due to their high damage output and variety of hampering status effects. Knight Puppets are capable of inflicting Armor Broken, making you take even more damage from the dungeon’s enemies, while Archer Puppets are even more dangerous, as they can inflict Slowed and Paralyzed, which can leave you stuck in the middle of a crowd of high-damage monsters. If Paralyzed and there are many enemies around, escaping to the Nexus is usually your best option rather than trying to tank the damage. Enemies with high damage output to watch out for are Warrior Puppets, whose high-damage rapid-fire shots can stack quickly when trying to break through a wall, and Wizard Puppets, who might surprise you during your rush and take out a large chunk of your health through their radial burst of shots if walked past. Huntress Puppets will also slow you, Necromancer Puppets can inflict Bleeding, and Mystic Puppets can inflict Pet Stasis, hampering your survivability during a rush. If need be, it should be easy to make an alcove in the middle of a wall to recover some HP before continuing your rush.
The Ocean Trench can prove to be quite difficult to rush. Having people to teleport to is always a good idea (see Tips for details). The Fishman Warriors and their Fishmen inflict Confused, so make sure you know how to control your character when Confused, and make sure you don’t run into a Seamare, as their paralyzing shots can quickly end a rush and even kill maxed characters. Even worse, make sure to check your oxygen bar as well. You may be able to rush fast and dodge quickly, but you oxygen will deplete, and if you’re careful, it may lead to your death.
The Tomb of the Ancients is a relatively easy dungeon to rush considering its overall difficulty. The Bloated Mummies inflicting Confused and Paralyzed (through scarabs), the Lion Archers also paralyze, but are more dangerous than the Mummies and their scarabs. Jackals are the main killers in Tombs because of their high damage output and the Jackal Lord’s ability to have many Jackal Assassins by his side, which leads 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. Rushing with any class is good enough, but rushing on a Priest, Mystic, Warrior, Knight, or Rogue is suggested if you want to minimise the percentage of your own death because of each of their own special traits (healing, stasis, tanking, etc.). Basically, the only tip in this dungeon is to just… run. Every enemy here can deal heavy damage, and specific shots from specific enemies can probably mess you up hard, or kill you.