Rushing Dungeons (Rev. 9)

Introduction

Rush
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).

When 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.

Tips

  • 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.
  • It helps to have a pet that restores HP and/or MP to increase your regeneration time or ability usage.
  • 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.
  • For Tricksters and Ninjas, it often helps to use the T0 ability, as it is more mana-efficient and can be used more.
  • 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.
  • Always be ready to teleport. A quick, safe, and reliable method is to type /teleport <player name> 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.
    • 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.
  • 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.
  • 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.

Classes

Wizard: This is one of the better classes for rushing (on par with Archer) despite its 50 Speed and low Defense, due to it being a robe class. The extremely high DPS, combined with the ability to use spells, allows it to take out walls and minions quickly if needed.

Priest: The Priest uses the Tome so he can heal when he takes damage. It is also highly recommended that you use the Holy Protection Tome, Purification Tome, or Tome of Holy Guidance as it has a speed boost to help with the rushing; the former turns you into a tank, the latter can be used to cure Sick, Confuse, and Slow, and the last lets you rush past enemies before they have a chance to attack.

Archer: The Archer is pretty good at rushing (roughly on par with Wizard) since his Quiver can help Paralyze the enemies to stop them getting to you, and the Quiver of Thunder can reduce damage taken tremendously by cutting the target’s damage output in half. The Doom Bow will allow the Archer to cut through waves of minions if needed, and can be used to destroy walls quickly. The bows pierce as well, which help with crowd control.

Rogue: The Rogue is one of the best rushers, due to his 75 Speed and his ability to turn invisible with the cloak. Due to an update, however, a quieted Rogue will automatically become uncloaked, which can be problematic in dungeons such as Oryx’s Castle.

Warrior: The Warrior is a good class for rushing, because the Speed boost from his Helmets, combined with his heavy Armour allow him to move quickly and safely. The Defense boost from the Helm of the Juggernaut is also very helpful.

Knight: The Knight’s 40 Defense and heavy Armour makes him very useful at rushing; he will tank the little shots and if anything comes in the way that could hurt him, he can just stun it, or run past. Note: Be more cautious around armorbreaking enemies, as you can die in less than a second if you decide to go reckless.

Paladin: The Paladin is a great class for rushing because of his Seal’s healing ability, which can counter a lot of small damage, and the Seal of Blasphemous Prayer’s invincibility, but he is unable to move as quickly as other classes.

Assassin: The Assassin is the worst rusher in the dagger group because his ability does not help with rushing; nevertheless he has 75 Speed, and is thus extremely quick.

Necromancer: The Necromancer is a decent class for rushing because of his healing ability, but you must be careful as he is only a robe class, and thus only has low Defense.

Huntress: The Huntress is a decent rusher because of the ability to use Doom Bows, as well as the ability to slow down mobs of minions with her trap. The T0 trap does the job rather efficiently due to its low MP cost, and its ability to slow for 3 seconds.

Mystic: The Mystic is the best rusher in the robe-class category because of her 60 Speed and the stasis ability. For rushing you can use the Orb of Conflict for the extra temporary Speed bonus, or the Stasis Orb for the quick and cheap Stasising of enemies.

Trickster: The Trickster is a great rusher due to her 75 Speed and the ability to teleport. For rushing you should use the Decoy Prism, as the cheap teleports allow you to travel long distances very quickly.

Sorcerer: The Sorcerer is a decent class for rushing. His 60 Speed and Scepter of Fulmination’s Slowing ability help.

Ninja: The Ninja is good for rushing because of the Speed boost from the Shuriken. For rushing you should use the Basic Star.

Dungeon Tips

Undead Lair

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 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 an advantage in the Undead Lair, as the traps deal very high damage, and you may run into groups of Slimes and Vampires.

Snake Pit

The Snake Pit is the fourth-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.

Manor of the Immortals

The Manor of the Immortals is the third-most dangerous dungeon to rush, because of those stupid confuse-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).

Abyss of Demons

The Abyss of Demons 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.

Ocean Trench

The Ocean Trench tends 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.

Tomb of the Ancients

The Tomb 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. Rushing on a warrior, knight or rogue is advised. The best tip would probably be to just go for it.