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First of all, absolutely make sure you have the anti-curse ritual going. Dragonbones likes throwing out wide curse, and you want to heal. If it's within reach (life 43), I also recommend getting your life magic up until you can get the familiar treat and equipping four of them. Especially if you're earth primary and have that rock golem. You really want that one...
Second, I recommend having two different sets of equipment for this fight, and a third for crafting. Your first set of equipment should be your standard combat gear, so that lightning katana is perfectly fine. Your second set of equipment should be the ceremonial knife that you get from time magic - note that it has a special function that reduces buff durations. The only thing hard about dragonbones is that he likes to cast very strong buffs on himself that raise his dodge really high, so just having equipment to strip buffs nullifies him. If you have earth element, I recommend starting out with your rock golem behind you and wearing armor, while having a second set of gear that involves ceremonial knife, ninja gear, and boots of speed. If you aren't doing it all the time already, make sure you have blinding speed on perma-cast in your boss-fighting wizard strategy. Set these to a gear set, and when you see dragonbones cast a buff (using time dialation helps), swap your rock golem in front, then swap your gear to the ceremonial dagger set and stab the buffs off him. Also, don't forget to turn your spell catalysts on for boss-fighting after turning your transmutations off for your boss-fighting strategy!
Make sure you get quality on those pieces of equipment - just getting to +7 doubles all beneficial traits of equipment and this includes attack delay reduction. I recommend idling in a lower-level area (like set to auto-fight the boss and repeatedly bully the life guardian in subterranean sanctuary for mystic blossoms and orange mushrooms or alligator magus for just magic cloth directly), and set up a wizardly factory strategy cranking out ceremonial daggers and boots of speed by the dozen. (It helps to have the storyline that lets you produce more than one of a thing at a time, as you can't have wizards produce more than once per tick, or 0.05 sec using default settings - the game will let you assign more wizards, but not actually produce anything.) Be sure to reset your boosts and set up 25+ boosts to time magic, get a wind+time synchro board, and upgrade a robe of time wizardry to get your time contraction bonus to +70%-ish to save yourself some time, and just crank out those items until you can get to at least a +5.
I'm not sure exactly what the requirements are, but the next element to unlock after death is not at all obvious. You want to check the hints for storylines after getting your mind element up to the upper 40s until you see a "Sta..." hint with very specific requirements to trigger. Unlocking this element significantly speeds up item quality farming.
Keep in mind that, with this game being geometric in all its various ways, +100% isn't actually that much. Doubling your study rate is just 2 extra spell levels if you spent the same amount of time to get to where you were already, while just continuing the game you were on for that same period of time would get you... 2 extra spell levels. (You're losing time retiring at just +70%.) Plus, retiring resets all your equipment bonuses and requires a lot of manual intervention to rebuild up to where you were, so you're actually losing time overall and paying a manual time tax to do it. I wouldn't really consider it saving time based upon multipliers alone unless you can get up to +300% or something, where you're actually getting further in the same period of time.
This changes if you have powerful storyline unlocks like transmutation prayers, new elements, or completed pilgrimages. That's why I recommend going for the elements and finishing whatever storylines you have active that are plausible to finish before retiring, since having something like quality bonuses can multiply your speed.
Yeah but early game you aren't coming back to the same 2 elements. You are going to switch to a different 2, in which case you will gain 10-20 levels in each minimum. That is a much bigger gain than what you are alluding to. Then, having access to higher levels of your previous 2 elements, and the 2 new elements, you will end up being able to craft things you couldn't before. Rinse and repeat. I have only played this game for a week but I am already grinding away at the challenges and getting the rest of my elements to 80. It is a pretty simple process of going up the ladder if you are properly retiring instead of grinding up that ever steeper slope.
Given your character has heals on auto-cast and that you can get the Goblin Doctor to act as another pocket healer, more armor is definitely a good strategy to grind through the bosses like Lytha. A level 10-15 Mythril vs a level 1-2 vampire won't be so great, but if you can get the vampire to 5-10 then it should be more than enough of a powerup.
Also don't neglect synchro and boosts, as you can easily swap those around for single boss fight. There is an 8% reduction to explicit damage in syncho, and it is pretty easy to swap from time/space boosts to earth/life or whatever you need for the boss.
Also realize that sometimes it is best to just sacrifice all defense and burn them down as quickly as possible. Some bosses and enemies are just damage races. In those cases you can switch to a tank pet like Scarab to hopefully survive long enough to get it done. (I find this is good for the enemies right after Lytha)
Again, I killed dragonbones, then retired when I had the fully unlocked element. I retired before Lytha, and made death and earth primaries the next time around to be able to pump storages up like crazy. (Although I also went and did a couple of storylines like injured unicorn.) Also, it's not a bad idea to do the death pilgrimmage as soon as you can, because it's apparently one of the worst bosses to leave as one of the last ones.
As for vampire gear, in general, I didn't find I needed it for my builds, but you absolutely could make a physical attack build that uses vampiric splitblades, blinding speed, haste+, potion of alacrity, synergizer, and boots of speed to extreme effect. Just using the +15 ceremonial dagger, blinding speed, haste+, synergizer +11, and a +8 cloud chainmail, I managed to get my attack delay down to 0.11, and even though I'm not even trying to make a melee attack build, just holding an electric katana is apparently about 40% of my damage, so you could easily grease a boss with just vampiric splitblades. A +15 vampiric splitblades should probably get you to 0.04 delay, or 25 attacks per second, although you'd need Time Dialation just to actually have any attack delay less than 0.05 seconds even count by default. (As the game only plays 20 frames per second by default, so 1/5 of your attacks would be lost between ticks...)
I never actually got the vampiric plate (except one from a treasure chest in the prison), because I beat Lytha before unlocking it, and by the time I did, the expert's pajamas had unlocked and were a better item, anyway. Instead, I wore an elite magic uniform +9 for +51% magic damage while hiding behind my Lv 68 rock golem like a coward because it had 4,000+ defense by that point. The golem couldn't save me from what came after without me having to completely reformulate my build (around the expert's pajamas) instead, but it was enough to beat Lytha.
Getting the transmutation prayers, the space magic "align the stars", and spamming out a high-level synergizer is a major game-changer. Be sure to make a high-level snake staff and robes of time wizardry for grinding. With even "only" a +10 synergizer, a high-quality snake staff can add close to +100% mind magic, which in turn can give you mana expansion between +200% and +300%, which makes getting over 200k mana and over 100 billion money easy. Synergized robe of time wizardry + 40 time boosts + wind/time synchro board = over 100% time contraction. Wear this while leaving the game on overnight to make twice the crap for more quality, and wear with the ring of mental exertion +15 for triple studying speed.
Just remember to save knockout for the "wide doom" ability Lytha has.
If you can get past her, there's a massive difficulty spike, but you only need to win a few fights to fully unlock the next element. (Use the synchro board for mind + space to get more drops of divine crystals to reduce the amount of enemies you need to kill. If you get 20 divine crystals, don't spend them until you have Lv 27 in the last element.) If you're having trouble with Lytha, you don't stand a chance on the next boss, and you'll have to treat every random encounter as a boss fight, but it's possible to unlock the element before the next retirement... maybe. (Honestly, I retired at Lytha, beat her handily, then had to totally rework my build to handle the next stage...)
I have seen so many posts about pajamas, am I missing something? when/how do you unlock these seemingly unstoppable pj's? Because I don't have 'em.
You need to choose between fire and water because splash and chilled are removed when the target takes fire damage, while the fire damage is halved. This is a choice between raw damage and slowing the enemy down. I kind of favor water because there are so many other ways to do damage that just slowing the enemy down can be more useful, but there are enemies like the Zeth king that can turn on immunity to status ailments.
The only thing that conflicts between air and earth is airborne making creatures totally immune to earth damage. You can make targets "grounded" and still hit them with air blades all you want, however, so just turn twister off, and you can do everything else just fine. It's just that grounded suits an evasion build. If you're an armor tank build, you can ignore that, though.
When you get late-game, however, there's a choice to be made. Gloves of spell fluency are godly mid-game when you don't have other options, but late-game, you get spellcrafting with jewels, gloves of spell strength (death 61, and they are the inverse of spell fluency - increase mana x1.5 and wizard power x2 to cast, but +6% base spell power, up to +25% spell power), energy shield eating half your mana, spell catalysts multiplying power at the cost of mana recharge, and much better accessories to be glued to your slots, like synergizer. Late-game spells are sometimes not worth casting for their insane mana costs (*cough* *cough* lightning storm *cough*) compared to just amping up a lower-level spell. Combined with staves that can double power of a single element, that can sometimes make more sense than just casting everything blindly.
Poison Lv 57. They're not awesome as an off-the-shelf base quality item, but once you get past +7 or so, especially if you have synergizer, they multiply your strength, stoneskin, and longevity spells by x4 to x10 times normal power, and remember that they already have a x5 from being the + version of the spell, about another x6 from having multiple +33%s from high element levels, and potentially an x1.5 from doing the pilgrimage. Added together, you can get something like +10k HP, +4k Def, and +2k Atk from those spells. Add in Imbue Flames and/or Berserk, and you can get something like 5k Atk from holding a stick (like the wand of fire to double Strength and Imbue Flames power for something like 10k attack power), and just reducing your attack delay as much as possible lets you melee everything in the game to death.
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Also, something I forgot to mention before, but with ceremonial dagger +15 and a synergizer +11, it removes 2.9 seconds of buff duration per hit. Since I attack with it every 0.1 seconds, that means I remove 30 seconds of buffs (which is how long most buffs enemies cast last) in 1 second. The ceremonial dagger, cloud chainmail, synergizer, boots of speed gear set is my permanent set 4, and I tab over to it mid-fight any time an enemy casts an annoying buff like Haste. Cast time dialation (and possibly major time dialation - they stack for x0.05 super bullet time) and you can swap gear as soon as Lytha casts Haste, jackhammer her in the face with the ceremonial dagger until Haste breaks, and then change back to your normal gear set before she gets another turn so your low defense doesn't matter.
Oh, and also, one more reason why snake staff is awesome is wizard focus can outright double your wizard power. Any time I try to switch off it, I suddenly have all my perma-casts crash because my wizards go from 7 wizard power to 3 without snake staff boosting them...