Dynamis - Valkurm
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How a Dynamis - Valkurm run goes on Vanadreams: the route, the pops, the fights and what to chase.
Getting in
- Level 65 main job, the key item Prismatic Hourglass, and Chains of Promathia 3-5 Darkness Named complete.
- Examine the Hieroglyphics in Valkurm Dunes at (116, -10, 133).
- No wait between runs. Each player enters on their own. There is no party size check.
- Trusts are allowed, in an alliance too.
- You start with 60 minutes.
Support job: locked or not
Valkurm is a Dreamland area. At the Hieroglyphics you choose to go in with your support job or with it locked.
- Locked, you fight with your main job only.
- Locked, a monster you proc has a 1% chance of a white proc instead of the usual colour. White strips its two-hour ability for good and adds a guaranteed hundred-piece currency drop.
- The lock is checked on the player who caused the proc. A Trust's proc counts as yours.
The Somnial Threshold
The Somnial Threshold stands next to where you arrive, at (125, -8, 110). Examine it to:
- Unlock your support job. This is one way. Once it is back, it stays back for the rest of the run.
- Leave Dynamis.
Common plan: go in locked, farm currency in the east half, and unlock at the Threshold before the bosses.
The run
Positions in brackets are what the !where command shows.
You arrive in the middle of the area at (100, -8, 131). The area splits in two:
- East half. Nightmare monsters level 78-80, Vanguard goblins level 75-77, statues level 70. The four 10-minute time extensions and the three countermeasure NMs are here.
- West half. Stronger Nightmare monsters level 95-97, large Vanguard goblins level 93-95, statues level 80. The 20-minute time extension and the three "Lost" NM ??? are here.
- The boss ??? is south of the entrance.
Time extensions
Colour | Monster | Where | Minutes |
Crimson | Warchief Tombstone | East of the entrance (347, -8, 77) | 10 |
Azure | Adamantking Image | South-east (278, 0, -105) | 10 |
Amber | Avatar Idol | Far east (486, -8, -1) | 10 |
Alabaster | Goblin Statue | North-east (608, -13, 185) | 10 |
Obsidian | One of four, picked at random | West half, see below | 20 |
The Obsidian extension is one of these four, and only one is up at a time:
- Warchief Tombstone south-west of the entrance (-1, -1, 42)
- Goblin Statue further west (-193, -1, -43)
- Avatar Idol north-west (-353, -8, 196)
- Adamantking Image far north-west (-554, -16, 336)
A full set gives 120 minutes. Everyone in the killer's party or alliance who is in the zone and does not yet have that colour gets the extension, so the whole alliance gains it from one kill. A killed extension comes back 85 seconds later; the Obsidian one may come back at a different one of its four spots.
The time-extension statues have 1,000 HP and take half damage from physical attacks. They can't be slept, silenced or slowed. Nuke them.
Route
- East first. Kill the Crimson extension east of the entrance, then the Azure one to the south-east.
- Countermeasure NMs. Hunt Stcemqestcint east of the entrance around (504, -8, 100), Nant'ina to the north-east around (455, -16, 198), and Fairy Ring further north-east around (548, -16, 355). They roam inside their area. Each one always drops a countermeasure item for the boss.
- Kill the Amber extension in the far east and the Alabaster one in the north-east.
- West. Cross back past the entrance and find the Obsidian extension.
- Lost NMs (optional, for Fiendish Tome II pages and Moepapa gear): trade their pops at the three ??? in the west half.
- Boss. Trade a Creeper's Juju at the ??? south of the entrance (63, 1, -72) for Cirrate Christelle. Use the three countermeasure items on her, then kill her.
Killing Cirrate Christelle wins the area: everyone gets the title and the key item Dynamis - Valkurm Sliver, one of the three slivers that open Dynamis - Tavnazia. A Dreamland win also counts for Classic players in the alliance.
Refill statues
The Tombstone, Effigy, Icon and Replica statues around the zone are refill statues. Look at the eye colour:
- Blue: kill it and everyone within 30 yalms gets full MP.
- Green: full HP.
- Red: nothing.
A killed statue comes back after 5 minutes, possibly with a different eye colour.
Pops
Pop | ??? | Spawns | Where the pop comes from |
Creeper's Juju | South of the entrance (63, 1, -72) | Cirrate Christelle | Very rare from every east-half Nightmare monster |
Fiendish Tome II: Chapter 1 to Chapter 4, all four in one trade | Same ??? (63, 1, -72) | Arch Christelle | Chapter 1 from Cirrate Christelle, 2 from Lost Nant'ina, 3 from Lost Fairy Ring, 4 from Lost Stcemqestcint. Each always drops |
Nightmare Bud | West of the entrance (8, -9, 168) | Lost Nant'ina | Rare from the west-half Nightmare Flies, Flytraps and Funguars |
Nightmare Log | Far west (-526, -8, 138) | Lost Fairy Ring | Rare from the west-half Nightmare Hippogryphs, Sabotenders and Sheep |
Flask of Nightmare Water | West (-204, -9, 124) | Lost Stcemqestcint | Rare from the west-half Nightmare Goobbues, Manticores and Treants |
Fastest way: the Clan Provisioner sells every one of these pops for 1,000 clan points each. They are Rare, so each player holds one at a time. A clan that banks points can open the boss on the first minute of a run.
Farming them in the zone:
- Creeper's Juju is a very rare drop. Every Nightmare monster in the east half can drop it. A full run of east-side kills gives you a handful of chances.
- Nightmare Bud: Flies in the far west (-689 to -760, -7, 80 to 187), Flytraps in the south-west (-154 to -238, 0, -83 to -133), Funguars in the west (-458, -8, 93 to 141).
- Nightmare Log: Hippogryphs west of the entrance (-258 to -328, -1, -44 to 50), Sabotenders north-west of the entrance (-53 to -117, -8, 141 to 193), Sheep further north-west (-336 to -401, -10, 222 to 310).
- Nightmare Water: Goobbues just west of the entrance (17 to 75, -7, 52 to 139), Manticores (-116 to -150, 0, -26 to 79), Treants (-248 to -318, -8, 51 to 162).
- The west-half Nightmares are level 95-97 and respawn every 5 minutes. Bring a group that can chain them.
Countermeasure items
Three items weaken Cirrate Christelle and Arch Christelle. Each one always drops from one east-half NM:
Item | Drops from | Weakens |
Odorless Fungus | Fairy Ring, around (548, -16, 355) | Putrid Breath |
Clump of Absorbent Moss | Nant'ina, around (455, -16, 198) | Fragrant Breath |
Redolent Root | Stcemqestcint, around (504, -8, 100) | Miasmic Breath |
- All three NMs are up when the area opens and come back 15 minutes after they die.
- The items are Rare but not Ex: one each per player, and you can hand them to the player who will use them.
- Use the item on the boss from your inventory, within 10 yalms of her. One of each works once per spawn. A second copy of the same item does nothing.
- An item never removes a breath. It makes that breath three times less likely. With all three used, half of her moves are Vampiric Lash and each breath comes up one time in six.
Strategy
Cirrate Christelle
A giant morbol, level 85, 37,000 HP. She is aggressive and sees through Sneak and Invisible.
- Every attack she makes is a TP move. She has no plain melee hit. Each swing is one of four moves:
- Miasmic Breath: dark breath in a cone in front of her, with Poison. Ignores Utsusemi.
- Putrid Breath: heavy dark breath in a cone. Ignores Utsusemi. Her hardest hit.
- Fragrant Breath: Charm for 30 seconds in a cone. A charmed tank turns on the alliance.
- Vampiric Lash: dark magic on one target that drains HP. Takes one Utsusemi shadow.
- She can't be slept, bound, slowed by Gravity or silenced.
- She deals the usual Dynamis 1.5x damage.
Setup
- Kill all three countermeasure NMs first and use all three items on her as soon as she spawns. This is the single biggest thing you can do.
- One tank with high magic defence and dark resistance. Everyone else stands behind her. The breaths are cones; behind her is safe.
- Two healers. Poisona and Cure on the tank, [cut off]