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Nyzul Isle run guide

guide ยท Server guide

Where: Nyzul Isle, entered through the Runic Seal in Alzadaal Undersea Ruins. Orders come from the Sorrowful Sage in Aht Urhgan Whitegate (Public Office, L-9).

How: take Nyzul Isle orders, enter with up to five friends, clear each floor's objective to light the Rune of Transfer, and climb. Every 20th floor is a boss.

There are two ways to run it:

- Nyzul Isle Investigation: climb from a floor your Runic Disc allows, for tokens, Vigil weapons and the Runic Key.
- Uncharted Area Survey: a level 99 race from floor 1 to a boss floor you choose, for the Rheic, Euxine and Tethyan armor and the Phorcys, Thaumas and Nares sets. The rewards are on Nyzul Isle Uncharted Area Survey.

The floor NMs and the boss move lists are on Nyzul Isle NMs.

Getting in

- Get an Imperial Army ID tag (see Assault). You need a Mercenary rank.
- Talk to the Sorrowful Sage holding the tag and no other orders. Pick Nyzul Isle Investigation or Uncharted Area Survey. He takes the tag and gives you Nyzul Isle Assault Orders.
- Go to the Runic Seal in Alzadaal Undersea Ruins and enter.

| Investigation | Uncharted Area Survey |
Players | 1 to 6, the leader's party | 1 to 6, the leader's party |
Orders | Everyone needs their own | Everyone needs their own |
Level | Any | Main job 99, not Level Synced |
Time | 30 minutes | 30 minutes |
Starting floor | Bought with tokens (below) | Always floor 1 |
Trusts | Not allowed | Not allowed |

- Everyone in the leader's party who is in the zone, within 50 yalms and holding orders goes in together.
- You get a cage of fireflies to warp out early.
- If the whole party is down for 3 minutes, the run fails.
- Get out through the Rune of Transfer before time runs out. Tokens are paid, and your Runic Disc is updated, only when you choose to leave at the rune. If the 30 minutes run out, you leave with nothing.

Starting floor (Investigation)

At the lobby's Rune of Transfer the first time, you are given the Runic Disc. After that, whoever touches the rune picks the starting floor for the party and pays for it in Nyzul Isle tokens.

- You can start on floor 1 or at the start of any five-floor block up to the one just after your best recorded floor. The Runic Key opens every block.
- Everyone who has a disc and leaves through the rune has their best floor recorded. A floor counts only if the run started no higher than one floor above your current record.

Start | Tokens | Start | Tokens |
1 | free | 51 | 1,000 |
6 | 500 | 56 | 1,100 |
11 | 550 | 61 | 1,200 |
16 | 600 | 66 | 1,300 |
21 | 650 | 71 | 1,400 |
26 | 700 | 76 | 1,500 |
31 | 750 | 81 | 1,600 |
36 | 800 | 86 | 1,700 |
41 | 850 | 91 | 1,800 |
46 | 900 | 96 | 1,900 |

The lobby's Vending Box sells temporary items (drinks, Strange Milk and Juice, Dusty potions and a Reraise scroll) for 100, 200 or 300 tokens each.

The floors

Each floor you land on a random layout with an objective. Clear it and the Rune of Transfer lights. The first player to touch it chooses to go up or to leave. The same objective never comes twice in a row.

Objective | What to do |
Eliminate the enemy leader | One leader NM is on the floor. Kill it. |
Eliminate specified enemies | 2 to 5 of one kind are marked (they check as NMs): Heraldic Imps, Psycheflayers, Poroggo Gents, Ebony Puddings, Qiqirn Treasure Hunters, Qiqirn Archaeologists or Racing Chariots. Kill them all. |
Eliminate the specified enemy | One ordinary monster on the floor checks as an NM. Find it and kill it. |
Eliminate all enemies | Everything, ramparts and NMs included. A Dahak sometimes joins the floor. |
Activate all lamps | One of three lamp puzzles (below). |
Free floor | Once a run at most. It clears itself after a few seconds. |

Lamps:

- Register: one lamp. Every player in the run has to touch it once.
- All at once: 3 to 5 lamps; bigger parties get more. Each stays lit for 30 seconds once touched, then can't be relit for 30 seconds. Split up, one player per lamp, and touch them together.
- In order: 3 to 5 lamps with a hidden order. Touch them all; if the order is wrong they go dark after 10 seconds and you try another order. Write down which lamp lit in which position and you'll have it in two or three tries.

Archaic Gears (about one floor in six): the floor's message tells you either not to be attacked by them or not to destroy them. Breaking the rule triggers a penalty, the same kind each time on that floor:

- Time: the run loses a minute.
- Tokens: your payout loses a share.
- Restriction: a random job ability, weapon skill, magic or stat restriction for the party until the next floor.

With "don't be attacked", go around them. A gear that someone has already hit doesn't count, but one that aggroes or links onto a player on its own does. With "don't destroy", never put an area attack near them.

Other things on a floor:

- An Archaic Rampart on most floors, sometimes two. Kill them only when the objective needs it.
- NMs: none, one or two wander most floors. Each leaves an Armoury Crate with a ??? item to appraise, and has a 20% chance of a Vigil weapon.
- Ordinary monsters sometimes leave a small casket of temporary items.
- Two ways up: now and then the rune offers a choice of two ways. One of them gives a 50% chance of a helpful effect for the next floor:5 items: - Regain
- Regen
- Refresh
- Flurry
- Concentration or +30 to one stat

Tokens

Each floor you clear adds to the run's payout: 200 tokens, plus 10 for every five floors up. Parties of four or more get 10% less per extra member. Gear token penalties take 117 off each time. The total you are paid at the rune is then doubled by the server's content currency rate.

Fast floors are the whole game. A good Investigation party clears a floor in a minute or two, so a 30-minute run is 10 to 15 floors.

Boss floors

Floors 20, 40, 60, 80 and 100 have no objective but the boss. An Archaic Rampart stands nearby; you don't have to kill it.

Investigation bosses:

Floors | Possible bosses |
20, 40 | Adamantoise, Behemoth, Fafnir |
60, 80, 100 | Khimaira, Hydra, Cerberus |

Survey bosses: floors 20, 40 and 60: Stealthlord Haraal Ja, Dabargar the Stoic or Stheno. Floor 80: Lord Vryko. Floor 100: Dvali Jonah.

Boss strategy

- Adamantoise: very high defense and hits hard. Magic damage is the way through.
- Behemoth: heavy attack. A standard tank-and-spank with a solid healer.
- Fafnir: high attack and defense, double attacks, and builds TP very fast, so its breaths come often. Stand to its sides, keep shadows up on the tank, and have the healer ready for back-to-back breaths.
- Khimaira: hard to stun and resists magic a little. Critical hits sometimes knock its wings down.
- Hydra: takes 90% less magic damage, so bring melee. Strong resistance to poison, blind, silence, slow, stun and sleep. Its heads break from critical hits and from Shield Bash, Weapon Bash, the jumps and the steps. With fewer heads it regenerates HP and TP more slowly and loses some moves. Heads grow back over time. Pyric Blast, Polar Blast and Barofield go at players in front of it, Serpentine Tail at players behind.
- Cerberus: double attacks, regenerates, and resists poison, paralyze, blind, silence and slow. Below 25% it builds TP very quickly and adds Gates of Hades. Burn it from 25% with everything you have saved. Lava Spit and Sulfurous Breath go out in front, Scorching Lash behind.
- Stealthlord Haraal Ja (Survey): high evasion, double attack. Perfect Dodge at half HP: switch to magic for its duration.
- Dabargar the Stoic (Survey): high defense, takes 15% less physical damage, regenerates. Invincible at half HP: hold off weapon skills and nuke.
- Stheno (Survey): a fast-casting black mage. Manafont at half HP: spread out and keep Stoneskin and Shell up.
- Lord Vryko (Survey, floor 80): extra attack, double attack, strong Regen and Regain. Blood Weapon at 60%: kite or hold the tank back for its duration; its hits heal it.
- Dvali Jonah (Survey, floor 100): strong magic, high magic defense, fast casting, Regain. Man [cut off]