SO let's get back to those dungeon guides huh.
Barri! Up in bangor, the normal dungeon is deceptivly difficult. Lotta goblins, some imps, probably the first place you'll encounter a casting enemy, presuming you didn't have a run in with a wisp on the way there. Let's take a peek.
Barri Normal! Three floors. As said, gotcher goblins, spiders, imps, and vermin. Goblins act like the goblins in ciar, no differences. Likewise with the poison goblins on floor three. Imps are casters, Rush them, they have low HP so they shouldn't be an issue. They single aggro too. Banner imps are the same but with even less HP, and don't aggro manually. Huh. Only place you can find em. Black and Red spiders act like spiders. They will only attack or defend, period. Vermin are inconsequential, despite having vampire bats in here.
Boss! Four normal ogre warriors and one large ogre warrior. THIS is where barri is difficult. Ogre warriors have a lot of HP, a lot of def, and a lot of prot. They have all passive defenses, Not immune to anything, stomp, all the melee skills. How do you deal with these things? Well first of all, if you are low level bring SP potions or have an escape route ready if you start losing too much stamina. Also note that play dead doesn't work, they'll stomp you out of it. But the key is countermill/magic counter. Counter, load windmill/magic bolt, hit them with that, load counter, so on. Not exciting, but they'll paste you one on one. As a side note, one shotting these guys is the barest minimum for entering peaca in my mind. You'll still probably die but it might be in the second room instead of the first.
Barri Basic! Five floors. We got gremlins, flying swords, laghodessas, and a miniboss.
Gremlins! They hit amazingly hard in one hit. Don't defend unless you have a shield. They'll also float arond you for a while before attacking, don't fall for it and leave counterattack stance, wait for them. If they persist, come out, shoot a bolt at them really quick, then enter it again immediately. This applies to all types outside of bosses. Once they hit low HP, below a fourth I think, they'll run away and hide against a wall and load defensive skills. Kill them in the next shot, or they'll attack you again. Flying swords, casters, basically imps but with more HP. Also of note is they hit fairly hard for casters, being swords and all, annnnd if you hit them with magic/knock them back with magic/do anything to them with magic they will heal fully. So melee only fellas. Laghodessas are spiders that hit harder. Yawn.
Boss! 5 Grey gremlins, and 5 werewolves. Gremlins you've delt with before. Werewolves are a touch harder, high melee passive defenses. They don't hit tooooo hard so if you have heavy armor on they might even hit for one. Only smash/windmill/firebolt and you'll be fine. Defense is fine to use even without a shield. Single aggro, so you don't have to bother pulling.
Advanced for two!Back down to three floors. Gremlins, chonchons, the long awaited goblin upgrade, Imps and Lost Sagahins. We've gone over Gremlins and Imps...
Chonchons! They have all the passive defenses and lightning bolt. They'll multi, so be aware of that, defense should be fine. Pull em out if you can, they're fairly sturdy. Goblin hunters/Goblin hunter archers! Goblins are back, and they're PISSED. Also they got appropriate gear. Now all goblins multi in this class of them, they can poison you, and have the normal set of stuff. They still hit pretty minorly, so defense should be fine (poison will not take if you defend), but the multi-ing can get nasty fast. Take archers out first as always, and remain on the defensive once you do, poison is nasty. Lost Sagahins explode. Use range or get exploded. Also if you ever see a ? skill, run away, they're probably blowing themselves up. Also: They say creepy ass things.
Boss! NEW GREMLIN PINK AND BLUE. Yes those are the actual names. Blue is immune to melee, and pink is immune to magic. Otherwise fairly normal gremlin stuff, just ramped up.
Advanced for three!Same monsters but one, spiked worm. TGhey hit surprisingly hard for their small size, and have level two of every passive defense to boot, so they're fairly sturdy. Try to avoid using defense too much.
Boss! NEW GREMLIN PINK BLUE AND GREEN! Same thing, but green is immune to ranged and will heal the other gremlins. Kill him first. That's all.
Advanced! One new enemy, Giant worm! Lotta HP, level two of every passive defense, low melee damage, defense is fine. Sturdyness is the big issue.
Boss! NEW GREMLIN PINK BLUE GREEN WHITE AND BLACK! THe two new guys, white and black aren't immune to anything. So again, take green first, then deal with the rest. Bring at least two damage types or you're done for.
Next time, Fidoh!