Deep DungeonPilgrim's Traverse

Introduction

Pilgrim's Traverse is an ever-changing dungeon whose architecture is never quite the same each time players enter. All players will begin at level 91, and only by fighting the enemies within will they be able to gain the strength and experience needed to explore its expanse.

Requirements

Quest: Pilgrimage of Light

Guide for the base of deep dungeon: Play guide (Lodestone)

Preperation

To help you complete the PT increase your aetherpool to the maximum and use the following consumables :

Recommended youtube channel for solo clear videos from floors 1 to 100 : Angelusdemonus (EN)

Votive Candelabras


Votive Candelabras

Players may encounter votive candelabras along their journey through Pilgrim's Traverse. Lighting them will affect the area marked by the next traverse stone. While some effects are beneficial to party members, such as healing over time or weakened enemies, others may provide additional challenges, such as an increase in the number of hidden traps.

On floors 1 through 30, which are required to complete the initial quest, votives will only produce positive effects, so we encourage you to use them whenever you can.

After floor 30, votives have a chance of producing negative effects as well, so you might choose to avoid them depending on your situation.

Chests

Gold Coffers

Gold Coffers

Gold Coffers may yield pomanders. The coffer will remain even if these items already exceed the inventory limit.

Warning : This chest can transform into Mimic, the higher you go up the floors, the more chances that they will transform into Mimics will be increased.

Silver Coffers

Silver Coffers

Silver Coffers may strengthen aetherpool arms and armor or a bonus from Feo Ul with the Juniper Incense. However, there is a possibility that the strengthening effects will not take hold even if players' weapons and gear are not at maximum level.

Opening these coffers will have no effect if the players' weapons and gear are at their maximum level of strength. Weapons and armor are strengthened separately, and one or the other will be randomly selected for each player.

Warning : This chest can explode, which causes enormous damage, the more you go up in the floors, the more the chances that they explode will be increased. This can be useful to the solo tank when they want to finish off a monster faster.

Bronze Coffers

Bronze Coffers

Bronze Coffers may yield normal items such as potions or fragments of illumed aetherpool glass, which can be exchanged for special items with "Ose Wyd" in Il Mheg (X:29.9 Y:5.9).

Floor Effects

Floor Effects Description
Auto-heal PenaltyAuto-heal Penalty HP regeneration for all part members is disabled.
Damage PenaltyDamage Penalty Damage dealt by all party members is reduced.
GloomGloom Enemy movement speed is increased. Enemies also deal more damage while taking less.
HasteHaste Weaponskill recast time, spell recast time, and auto-attack delay for all party members are reduced.
HP/MP BoostHP/MP Boost Maximum HP and MP of all party members are increased.
HP PenaltyHP Penalty Maximum HP of all party members is reduced.
Item PenaltyItem Penalty Use of items (including pomanders) is prohibited for all party members.
Knockback PenaltyKnockback Penalty Knockback and draw-in effects for both enemies and allies are disabled.
SprintSprint Movement speed increases for you and your teammates.
Incense PenaltyIncense Penalty Unable to burn incense.

Traps

Impeding

Impeding

Silences and applies pacification to anybody in the radius (including mobs). Both are removable with Esuna, and Echo Drops can remove the silence.


Away with the Fae

Away with the Fae

Turns the person who stepped on it into a Away with the Fae for 30 seconds, who has reduced HP and cannot use any skills/items. You should never run into a room when fighting.


Land Mine

Land Mine

Deals 80% current health damage to anything in the vicinity. Can be used to clear out a lot of mobs quickly.

If you use a tp or jump spell directly when approaching the mine, you can avoid damage and only monsters take damage.


Luring

Luring

Summons 3 random monsters from the room (including patrols). All will attack the person who hit the trap, it will take a few seconds after being summoned to move.

Above floor 90+, as a party, stay away from the person who will advance first. If he triggers the trap, do not attack the monsters, let the person die in a corner to reset the aggro of the monsters that appear and resuscitate the person.


Enfeebling

Enfeebling

Applies a 1 minute debuff to the person who stepped on it, increasing damage taken by 20% and reducing damage dealt by 20%. Not removable with Esuna.


Traps will spawn randomly in any floor except the starting room. To minimize the chance of stepping on a trap, hug the walls and trace paths that your teammates take.

Mimics

When opening a chest, it can turn into Mimic. These monsters automatically attack with high damage, and can apply a nasty 10 minute debuff Accursed Pox on one random player on their aggro list. This debuff is only curable with the Pomander of Purity, and prevents HP from regenerating (even out of combat) while reducing damage dealt by roughly 10%.

Avoid opening chests unnecessarily when you don't need them. Mimics appear from the following specific chests :

  • Floor 1 - 30 : Bronze Coffers
  • Floor 31 - 60 : Silver Coffers
  • Floor 61+ : Gold Coffers

Their casting of Accursed Pox can be interrupted using spells that apply silence.

Pomanders

Pomanders

Accumulate as much Pomander as possible at the start of your ascent, you need to be at the maximum Pomander in each category when you start floors 71+.

Keep as many Safety, Sight, Strength, Steel, Affluence, Flight, Haste, Purification, Devotion, and Incense as possible for floors 91+.

Use Pomander mainly when you have too much of it and can't pick up the one you find.

Keep the Barkbalm Incense you find to use one if needed on boss 90 and one on 99 if you are just in time. Because these do a lot of damage and heal a lot in addition to doubling your HP.

The Mazeroot Incense will be very useful for revealing map, showing all traps, removing penalties, healing, transforming monsters to make them harmless.

The Poisonfruit Incense will be useful for clearing the entire floor of monsters present.

Pomanders Description
Pomander of SafetyPomander of Safety Removes all traps from the current floor.
Pomander of SightPomander of Sight Reveals the current floor's map and the location of all hidden traps.
Pomander of StrengthPomander of Strength Increases damage dealt and HP recovered via healing magic by 30%.
Pomander of SteelPomander of Steel Decreases damage received by 40%.
Pomander of AffluencePomander of Affluence Increases the number of treasure coffers on the next floor.
Pomander of FlightPomander of Flight Decreases the number of enemies on the next floor.
Pomander of AlterationPomander of Alteration Changes the enemy occupying a random room on the next floor into a mimic or a mandragora.
Pomander of PurityPomander of Purity Removes the Pox status.
Pomander of FortunePomander of Fortune Increases the chance enemies on the current floor will drop treasure coffers.
Pomander of WitchingPomander of Witching Transforms all targets within range into a frog, imp, or chicken.
Pomander of SerenityPomander of Serenity Removes all enchantments from the current floor.
Pomander of IntuitionPomander of Intuition Reveals the current floor's hidden treasure.
Pomander of RaisingPomander of Raising Instantly raises the first party member to be KOd.
Pomander of HastePomander of Haste Renders party able to swiftly execute weaponskills, spells, and auto-attacks.
Pomander of PurificationPomander of Purification Removes all curable status ailments from the party, and erects a barrier against the next status ailment suffered.
Pomander of DevotionPomander of Devotion Guarantees a votive candelabra in the next area.
Barkbalm IncenseBarkbalm Incense Juniper incense burned by the deceased in accordance with First Light funereal practices. Summons the faerie king for blessing of rejuvenation.
Mazeroot IncenseMazeroot Incense Juniper incense burned by the deceased in accordance with First Light funereal practices. Summons the faerie king to illuminate the path ahead.
Poisonfruit IncensePoisonfruit Incense Juniper incense burned by the deceased in accordance with First Light funereal practices. Summons the faerie king to sentence all foes to death.

Information

Each monster will have a danger level assigned party or solo as well as the type of aggro.

Difficulty level

  • Easy

    One of the easiest monsters to face in a large number of classes. It is recommended to attack there as a priority in order to access the next floor.

  • Caution

    These monsters should be attacked with caution, some can do heavy damage to you.

  • Scary

    These monsters alone can wipe your party, be very, very careful.

  • Impossible

    Do not touch it, unless you are using Pomander of Witching.

Aggro type

  • Sight

    Monsters that aggro on sight can only aggro people who pass in their field of vision, therefore in a small cone in front of them. It will sometimes be necessary to wait until they turn around to be able to pass behind them.

  • Sound

    Monsters that aggro by sound will attack you if you run near them. If you don't move, or if you activate the walk mode, you can easily dodge them, as long as you don't touch them because it remains sensitive to the touch. You can even use your skills next to them without them attacking you. Be careful not to trigger a trap nearby, they will hear it and attack you.

  • Proximity

    Monsters that aggro by proximity are difficult to avoid if you enter their detection range. This varies depending on the monster, for example, Mimics have a very large one.


Ah, my little sapling ! This time, your beautiful branch will help you ! I'll tell you which action each monster uses. So if you see me next to the name, click on it to display the information !

Floor 1 - 10

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol

Floor 11 - 20

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol

Floor 21 - 30

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol

Floor 31 - 40

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol

Floor 41 - 50

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol

Floor 51 - 60

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol

Floor 61 - 70

Starting on this set, mimics can no longer be stunned.

Autoattacks start to hurt from these floors.

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol

Floor 71 - 80

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol

Floor 81 - 90

If you are just in time use a Barkbalm Incense on the boss.

Most monsters can be stunned, so paladins will be very useful!

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol

Floor 91 - 99

If you have kept Safety/Sights well, use them in separate ways one per floor, this will make 6 floors where you can feel a little quieter (use them as late as possible to have absolutely some on the last floors for example 93-98).

If you have affluence, pop it as soon as possible.

Be very careful of patrols and pick off mobs in areas where you know you will have a place to hide from patrols.

Steel req: For DPS (in general). Tanks can get away with mostly anything.

If you have still a Barkbalm Incense, you can use it on the boss.

Most monsters can be stunned, so paladins will be very useful!

If you have 3 Pomander of Devotion, use one in the 93+, and don't hesitate to use the others around floors 95+, the candelabras appearing with the Pomander will give you very useful bonus to clear the floors quickly.

Monster Description Min - Max Floor Solo Difficulty Party Difficulty Aggro Type Patrol

Congratulations if you made it to the end!

The Final Verse (Quantum)