Undead Lair Guide (Rev. 23)

Undead Lair (Suggested Level:18-20)

Undead LairUndead LairUndead LairUndead LairUndead Lair

The Best Classes to Farm

In the author’s opinion, the Undead Lair (UDL) doesn’t particularly favor any one class. Thus, to help you make a decision for yourself, classes will be categorized based on their weapon type, and corresponding strengths and weaknesses will be mentioned.

Sword

The swords make fighting Septavius much easier, due to their high damage output. Many of the minions can be killed in one hit. However, sword users have a major disadvantage against traps, and they are crippled when they enter a room full of slimes. They just can’t really do anything at all against slimes except tank and rush through.

Staff

All staff users do really good damage for the range that they have. Their abilities all affect large areas as well which can help against anything in the UDL, and they are good for netting soulbound (the Wizard especially). Their only problem is that they have low defense, but it shouldn’t be a problem if you can avoid projectiles.

Katana

A ninja is slightly good for an Undead Lair, as you can outrace even Lair Reapers using your star if you backpedal. The thrown star could be used on Septavius, those pesky slimes, the Lair Constructs, or maybe the lair specters. The pierce of the Katana and the DPS is amazing at shredding enemies and the boss and if you have some courage (lair traps are quite fatal) you can probably rush with max def. Samurai has slightly less DPS than Ninja, though his heavy armor makes him slightly more tanky, and the wakizashi provides him with some nice burst damage as well as reducing the DEF of anything hit with waki projectiles.

Wand

Wands are almost ideal for UDLs because they have the longest weapon range and are capable of piercing, which is great for fighting slimes, and great for baiting other minions to their doom. Any priest though can easily be crippled by quiet shots. If maxed you can still kill the boss decently.

Dagger

Dagger users have just barely enough range to destroy traps. Their range is better than a katana, and their abilities are good for damaging someone without taking a hit. Rogues and Assassins are able to do loads of damage to Septavius without getting hit. Tricksters are good at distracting enemies which is also useful. Their disadvantages are that they have to regain mp a lot as they rely on it to fight, as well as the fact most daggers lack the ability to pierce enemies.

Bow

Tri-shot bows are good for this dungeon, as you can hit enemies in a wide radius. The abilities that Archer and Huntress can use are great for damage dealing and crippling enemy movement as well. The bow’s disadvantage is that, for multi-shot bows, the defense is applied each shot, meaning considerably less damage to the boss compared to the minions. If you happen to have the Doom Bow, you can make short work of most of the enemies, but it is still recommend to carry swapout bow in addition to the DBow, since they have better DPS against enemies with low DEF.

How & Why to find Undead Lairs

How

Ghost God

In godlands, the Ghost Gods you fight have a chance to drop a Undead Lair. Just keep killing Ghost Gods until you find one, and be careful not to tank the entirety of their 7-shot attack; it can do a lot of damage.

Why

Potion of WisdomDoom BowEdictum PraetorisToga PictaWine Cellar Incantation

First of all, UDLs are a guaranteed source of wisdom pots; at least two players in the dungeon are guaranteed to receive a potion. Secondly, the minions in the dungeon have a higher chance than the gods of the realm to drop T8 weapons and armors, as well as T4 abilities; if you are building a character from nothing this is where you might want to go. There is also a very slight possibility that the boss will drop a Doom Bow! Also, the Edictum Praetoris and the Toga Picta drop from the boss, but at a low rate. Both items are part of the Hollow King Set and can prove to be of good use. Lastly, like many godlands bosses, Septavius has a small chance of dropping an incantation that unlocks Oryx’s Wine Cellar!

Things to worry you

Depending on what is awaiting inside of each room, you will have to deal with a different but equally deadly monster group inside. Here are the parts of the dungeon that cause many problems for people. Listed from easiest to hardest.

Mummies and Skeletons

These enemies are very simple to take on, but they often appear in large numbers. Just dodge their shots and kill them off one by one. Despite their numerous nature, they are not particularly malevolent enemies. But players with a lack of defense might have trouble against them.

Traps

In every room you enter, along with the other monsters that dwell within, there can be 1 or 2 trap tiles on the floor. You can destroy a trap before it fires at you, but it can be hard to notice a trap while fighting hordes of enemies. Traps explode when someone gets in a proximity of 5 spaces from it. If you’re a sword user, your only means of destroying a trap are to set it off; a katana user may be able to destroy a trap without triggering it if they have certain UT katanas with longer range (or Ninja can do it with his star). If you have low defense, traps can do a whopping 80+ damage per bullet, so they are not to be ignored. There are also 2 different types of traps, usually 1 of each per room. The square shaped trap fires in an arc in the direction of the player, while the circle shaped trap fires an omnidirectional nova.

Lair Constructs

These brutes are slow moving, big, easy to hit targets that fire high damage shots that are relatively easy to dodge. They are not to be underestimated, however. They also shoot out a shot that does no damage, but will inflict confuse on a player, making them a much deadlier foe. Their confusion shot is much harder to dodge, and if you get confused you could run into their other shots, or even worse, into unexplored rooms on complete accident. Try to use corners as cover when fighting them and you should be safe.

Ghosts

Unlike many denizens of the Undead Lair, Ghosts can not inflict status effects upon you. Ghosts are only deadly to those who are unfamiliar with them. They can do as much damage as a Ghost God, but while they are dealing this massive amount of damage with their shots, they are also throwing bombs at you, much like a Medusa. Those who have fought these ghosts before know that the very best way to fight a room of Ghosts is to charge in Leeroy Jenkins style and circle the room to avoid getting multi-bombed by every ghost in the room. Try to focus on first killing either the White Ghosts (because they do the most damage), or the Black Ghosts (because they have the least amount of health).

Lair Vampires

These guys are very annoying. Lair Vampires will slow you and/or quiet you with their attacks, and they are also capable of pretty heavy damage. Now this wouldn’t be so bad, but if you get hit by one slow, you are very likely to also get hit with a quiet. Then you will be hobbling away from an angry crowd of vampires, and they seem to have very high dexterity (for an enemy of course). The best way to kill vampires, is to try and lure them out of a room one at a time, otherwise you could easily be overwhelmed. A large group of them can whittle your HP down very rapidly, and you will have to either nexus or face death in such a situation.

Slimes

The most hated enemy in the entire dungeon has to be the slimes. Slimes are basically a 5 foot high speed bump in the form of a dungeon enemy. They have a range of 8 tiles, deal huge amounts of damage, and when you kill them, some smaller ones pop back in their place and flee to the nearest large slime of the same color. If you are a robe class, these should be no problem as wands and staves have superior range to the slimes. Otherwise, you should use whatever ability you may possess, or (especially if you’re a melee class) try to rush right past them if you are able to tank some of their shots. When fighting the slimes, make sure if you kill a big one, you try and kill the little ones that come out as soon as you can before they have a chance to group up next to another large slime.

Any of the Above combined with LAG

Navigating through the dungeon

Example Layout:
Layout of the Undead Lair

When you first enter the dungeon, be mindful of how many different directions you can already go, if you have more than one direction to go it is very important that you clear one of the rooms out immediately, and hope that it is just skeletons or mummies in there. You should have a safe room to run to at all times in case you get overwhelmed by the next group of enemies. Engaging 2 different sets of mobs alone can be a bad experience for the less confident. As you are moving through the dungeon, make sure to clear some side rooms you don’t plan on exploring further; this is just to make sure that while you are running away from a vampire mob, you are not also attacked by another lingering enemy. Just clear the enemies out as you see them so that they don’t threaten you later. There are treasure rooms, as of a recent update. That isn’t in the guide yet. Once you have made it to the boss room, make sure there are no enemies behind you before entering it. When you enter the boss room, hug the wall of the boss room to make sure there aren’t any extra rooms that you might need to clear out; you should be able to clear those rooms without triggering Septavius. Unless there are other people rushing in on the boss, you can also clear out some of the minions around Septavius by walking around the wall, making it easier to get damage in during his initial phase. Once you have circled the whole boss room, and cleared out all extra rooms, you are ready for the boss.

The Boss, Septavius

One way to tell when Septavius is changing attack phases is when he flashes green for a couple seconds. Keep this in mind so you know what to do when you have to.

The moment you approach Septavius, he will start his spiraling bullets phase. This phase will deal 75 armor piercing damage per bullet. This phase can be hard to dodge to some, but just try not to eat the whole “line” of bullets, and especially do not stand on top of Septavius during this phase. This is made a bit more difficult with his minions chasing after you, but keep your fire on the minions, and they should be disposed of without too much trouble and you can then focus your fire on Septavius himself. He will remain vulnerable for long periods of time in this phase, so maxed players will likely be able to bring him to the next phase within a couple seconds.

Septavius’ next phase is his bullet ring phase. During this phase, Septavius will unleash a ring shotgun of 12 projectiles that each do 160 damage. Meanwhile, Septavius himself will move erratically around you. Septavius has a single period of vulnerability during this phase. Standing close to him during this phase is extremely risky; if he hits you with the entire attack at once, death is almost certain (key word: almost; see trivia below).

As soon as Septavius is done “exploding,” he will go into the quiet and confuse phase. This is a phase where he is constantly shooting out tiny quiet bullets that are very difficult to dodge. They deal around 40 damage each to those with minimal defense. Don’t be afraid to tank the quiet shots and get some hits in. Septavius also fires confuse stars in two different shot patterns; just be wary as you move around him so that only the quiet shots are hitting you. If you circle him, you will only get hit by the quiet shots.

Septavius’ next phase is his ghost spawning phase. During this phase, he will continuously spawn minions, while shooting another shotgun at you. You should circle Septavius and shoot at him while ignoring his minions. This is one of the best phases to get damage in, especially near the end of it; once he starts flashing green (longer than usual), he will remain vulnerable; deal as much damage as you can. If he still isn’t dead he will start to repeat the phases you have already gone through. The less health Septavius has, the faster he will run through his phases (except for the bullet nova phase).

Once Septavius has been slain, you may proceed to kill his spawned minions (if you have not already done so), and claim your prize. If you’re extremely lucky, you may wind up with your own Doom Bow!

Trivia

There are ways to survive the full brunt of a Septavigun (if you will):
This attack does a total damage of 1920 to a character with 0 defense if all shots hit at once. A high DEF can reduce this attack to as low as 288 damage, requiring at least 136 DEF.

The most effective way of negating the Septavigun without resorting to drinking tinctures or effusions is as a Warrior with the Juggernaut Helm; the Armored effect it provides can allow many Warrior builds much more than enough strength to make an entire Septavigun survivable. As a matter of fact, any class that can utilize the Armored status effect can survive at least one burst of the deadly nova. Here’s a list of classes capable of utilizing Armored:

  • Warrior with the Jugg helm - Build: Jugg and any armor/ring combination that brings Warrior’s DEF to at least 68. Nova damage is reduced to the minimum 288 damage, and his HP would be brought down to 482. Warrior can survive up to two novas before healing.
  • Priest with the Tome of Holy Protection - Build: Prot, Soulless, and UBDef (provides +100 HP and sets his DEF to 49 (98 when armored)). Nova damage is reduced to 744, and Priest would survive with 26 HP; he can only survive one before healing.
  • Paladin with the Marble Seal Build: MSeal and any armor/ring combination that brings Paladin’s DEF to at least 68. Like Warrior, the nova would be reduced to the minimum 288 damage, and his HP would be brought down to 482. Paladin can also survive up to two novas before healing.
  • Rogue with the Mad God Cloak - Build: MGCloak, Nil, and UBDef (provides Rogue with 55 DEF total and 110 when armored). The nova is reduced to 600 damage, and Rogue would have 120 HP left; like the Priest, he can only survive one before having to heal.

You may notice that these four classes were primarily built for high DEF. This is because (at least in the case of tanking Septaviguns) high DEF is better than high HP, but only if the user has access to the Armored buff.

In addition to these classes, a Knight can survive a Septavigun, and he is also the only class that is capable of taking damage from the nova and surviving without utilizing the Armored status effect. That said, the situation of whether to build for HP or DEF is the opposite on Knight as it would be for any class that can use Armored; the build that provides maximum HP (Ogmur, New Life, and Deca) is better for surviving a Septavigun than the maximum DEF build (Flowing Clarity, CC, and UBDef). The HP build would be reduced to 52 HP, but the DEF build would barely survive at all, being reduced to 2 HP!

Another way to survive the attack is to become invulnerable. Paladin’s Seal of Blasphemous Prayer is the only item that can grant the invulnerability to a player class. Many players have abused the invulnerability to tank far worse than a Septavigun, so it should go without saying that a Pally with the BP seal can survive it and take no damage.

The best way to survive the Septavigun, of course, is to simply avoid tanking it altogether. If it means that you must stand far away from Septavius to avoid death, so be it.