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Summoners War – Progression and Team Planning

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When playing Summoners War in the early game, it can feel a little overwhelming. There are a lot of potential monsters of many different natural star qualities, and knowing that some natural 2 or 3 star monsters can be great end game monsters makes it even worse in some ways.

After all, once you know SOME natural 2s or 3s can be great, then the worry sets in on every Unknown Scroll summons. “I just got this monster. Is it good? Bad? Food to level something else or a fundamental game changer? What do I do with it? My bag space is limited!”

The purpose of this post is for PVE planning, to help you look ahead to what comes after clearing a bit through the scenarios (Garen Forest, Kabir Ruins, etc).

First steps, let’s define the normal progression path for PVE.

Step 1 – Scenarios

At the very beginning, the tutorial leads you through forming a basic team of monsters, starts you off with a tanky mon, a healy mon and a couple DPS. It shows you basic rune farming from the scenarios, applying them to improve your monster performance, leveling them up to get the most out of them, and then working your way through various scenarios in pursuit of specific rune types.

The scenarios then are the first progression step. You get good rewards for clearing all seven stages, and the higher the difficulty you clear (Hard, Hell) the better potential quality the rune drops can be. Also, you get XP for your monsters. Great place to begin, your monster types don’t really matter, and you get to play around with literally ANY combination of monster to have fun trying out wacky strategies.

After you clear the Kabir Ruins on Normal, you unlock access to the Cairos Dungeons.

Step 2 – Giant’s Keep

The Cairos Dungeons are where you find the next true steps on the progression path.

The Cairos Dungeons contain the five elemental halls (each only open for one day per week), the Hall of Magic, the Giant’s Keep, the Dragon’s Lair, the Necropolis, and any Secret Dungeons (duration one hour which you OR ONE OF YOUR FRIENDS may have unlocked in an elemental hall. More about Secret Dungeons all the way at the end of this post.

Giant’s Keep is the second stage of progression. This is where all of the most basic early game runes drop, and at the highest levels of the dungeon you can get 4, 5 and 6 star runes consistently. This is a big advantage over the scenarios, as even on Hell difficulty the likelihood of a rune being a 5 star, while there, is still darn rare.

It’s kind of neck and neck. You can choose to switch to running Giants to get much better runes and level your team, or continue with scenarios, or a mixture of both.

Step 3 – Dragon’s Lair

Once you are clearing Giant’s Keep on stage 10 consistently, you should farm that for runes for a while to strengthen your team. DO NOT NEGLECT THIS. Getting all 5 and 6 star runes for your core Giant’s team is critical to your progression. The goal is to be able to run Giant’s Keep B10 consistently on auto.

The nice thing about this is that the starter team I will talk about later in the team planning section can ALSO auto run Dragon’s Lair B8 consistently. This lets you really focus on improving one team while getting the benefits of two of the progression dungeons.

The benefit to running Dragon’s Lair is that this is where the end game runes drop. This is the source of the vastly overpowered and highly desired Violent runes, as well as your Shield, Focus, Guard and Revenge runes, all used in PVE further on down the line.

Most end game rune strategies revolve around Violent and something else, or in the case of Raiding and PVP Guard and something else. Dragon’s Lair is the dungeon you will farm for runes to enable everything else you really want to do further on.

Step 4 – Trial of Ascension (Normal)

Once you are clearing Giant’s Keep B10 and Dragon’s Lair B8 consistently, you should definitely be strong enough to get to level 40 or 50 in the Normal mode of Trial of Ascension. This is a monthly source of summoning stones, Red Crystals, Rainbowmon, Devilmon and other lovely rewards.

The Trial of Ascension is also one of my favorite parts of the game. A lot of players talk about building the perfect ‘auto TOA’ team, but for me it’s more about using your monsters smart. It’s a test of how well you know and understand the abilities of the different monsters, and how well prepared you are to counter them.

A single basic team CAN go an incredible way through, in fact I have one team I use that without any monster substitutions at all can clear Normal all the way to level 70 or even more. It went to level 80+ last month and I’ve hit level 70 already this month, and can probably go further.

But a single team isn’t the goal. Some enemy monsters have tricks based on their abilities, like an enemy team of ALL healers and resurrection specialists. Burning down a team of 5 monsters that can all heal each other and resurrect fallen monsters is a nightmare if you haven’t planned for that in your team build, as in maximizing your team strength with monsters that have lots of AoE AND Stuns AND the Despair rune set that has a chance to stun the enemy, and also slows the enemy team, and also increases your own speed. Speeding yourself up, slowing them down, keeping as many stunlocked as possible, using abilities that can remove the enemy action bar, if you prevent the enemy from getting a chance to go, then they can’t bloody well heal, now can they? And resurrection has a long turn based cooldown.

Also enemy teams can do lots of healing, and you can counter that using a monster that can block the enemy from benefitting from any heals for 1, 2 or even 3 turns. On some levels that is a mandatory ability.

Step 5 – Raids

Raids are just like what you would think. An opportunity for you to join a couple friends and unleash your teams on a single massive raid boss. On raids, your team runs on auto without your control, so this is the ultimate expression of how well you understand monster abilities, team synergy, buffs, debuffs and overall strategy.

For raids, the key is overlapping buffs and debuffs that are preferably on attack 1 (goes most often as default), and to a lesser extent on attack 2, which usually has a 2 or 3 turn cooldown. So a team composition of six monsters that EACH provide some of the required buffs and debuffs on attack 1 or 2, without doubling up, will do the best for you in starting out.

Further Progression – Necropolis and PVP

One might say that the ultimate end game progression is PVP, where you are matching your wits against enemy players. That is where the Necropolis comes in, supplying mostly end game PVP oriented of special-purpose runes.  How you would rune your monsters to tackle other players can be a lot different then for PVE, so this is why you want to look very closely at suggested rune builds for monsters. A rune build for Hwa for PVP is going to be a lot different than for Dragon’s Lair B10.

Team suggestions and synergy – a starting checklist

Now that I ran down the progression order and when and where you are going to want to try them, let’s talk about what exact monsters to look for in planning your starter teams.

These teams are designed for one purpose – to make the most out of free to play monsters that WILL get the job done. Each team can and will run their content on auto at the highest difficulty… but they will be slower than hell.

The idea here is to have a list of monsters you can actively seek without relying on RNG. While farming these monsters, you will of course be getting Red Crystals to buy Premium Packs, you will be earning Light and Darkness Scrolls, and you will get Mystical Scrolls from drops in the Caiross Dungeons and other events that can and eventually WILL give you the lightning strike of a rare 4 or 5 star monster that might just work better in your team to get it cleared faster.

If that happens, great! Once you can clear a dungeon or raid every time, the natural next step is to improve your team so they clear it faster or more consistently. Maybe they fail about 10% of the time, and you want to swap in a different healer to improve that. Or your team clears Dragons B10 in 7 minutes, and you want to get that time down to 4 or 5. Absolutely, go for it.

Your starter goal though has to be to clear the bloody things in the first place. You can always improve from there.

Here are my recommended starter team monsters and rune sets based purely on a free to play farmable strategy.

ATTENTION! I am including the Fusable Dark Ifrit Veromon in this list, as well as two other Fusable monsters (four if you count the raid teams). These may take some time to farm, yes. And also a bit of luck on getting and saving the 3 star monsters needed from Unknown Scrolls or Secret Dungeons.

It’s still perfectly doable, and you will find that Veromon is THE KEY to unlocking the gate of damn near all content in this game. Once you’ve played long enough to have farmed up and leveled/awakened the monsters necessary to Fuse Veromos the dark ifrit, you darn well know the basics of this game. Veromos is kind of the badge of experience that shows you know what you’re doing. If you have Veromos, you’ve got it going on. You’re not a new player anymore.

Free to play team suggestions

Giant’s Keep B10 –

Veromos [leader] (dark ifrit – Fused) Swift/Energy Spd/HP%/HP% (early game – later on replace Swift with Violent)

Shannon (wind pixie 2 star – scrolls) Swift/Focus Spd/HP%/Acc%

Bernard (wind griffon 3 star – Tamor Desert) Swift/Focus Spd/HP%/Acc%

Belladeon (light inugami – Secret Dungeon) Swift/Focus Spd/HP%/Acc%

Optional 5th party member heals/buffs:

Ahman (light bearman 3 star – Secret Dungeon) Blade/Blade/Blade HP%/CritR%/HP% early to get 100% crit rating. As sub stats with Crit Rating allow you to remove Blade rune sets and maintain 100% crit, add in Energy. Once you can build a Violent/Blade or Violent/Energy set with 100% total crit rating from Crit R% sub stats, you’ve got a true beast. For early Giant’s B10, having Energy/Blade/Blade with 100% crit rating and HP%/CritR%/HP% should be fine. Max that HP out as much as you can though. I use Ahman everywhere, but the key is to have that second healer for your team.

Darion (light vagabond 3 star – Secret Dungeon) Energy x3 Hp%/HP%/HP% while not a healer, he has a defense break, an attack power debuff, AND an automatic 15% damage reduction for everyone in your party which is just amazing.

To add your own monster, keep in mind the B10 giant boss is water so the elemental advantage of Wind is best. You really, really want the core Shannon/Bernard team to be the basis of your group though. boss slow/team speed buff is amazing. plus Shannons attack power and defense buff to your party, yum!

This team will clear Giant’s Keep B10 on auto for me 100% of the time using Ahman. My Ahman is a badass, but for most of my other monsters, the runes are a mix of 5 stars and 6 stars, usually leveled up to +12 minimum. They are all 6 star monsters, but some say you can run with Bernard and Shannon only 5 starred if your runes are strong, highly leveled, and you’ve got a great healer assisting Belladeon.

Dragon’s Lair B10-

Baretta [leader] (fire sylph – 4 star Fused) Despair/Focus Spd/HP%/Acc% (Despair so also usable in TOA)

Veromon (same as above)

Belladeon (same as above)

Konamiya (water garuda 2 star – Unknown Scrolls) Swift/Energy Spd/HP%/HP%

Mikene (water undine – Fused) Swift/Energy Spd/HP%/HP% early on, Violent/Energy later.

Mikene is along as a resurrection monster, because the true obstacle in Dragons B10 is the third level mid boss, Zaiross the fire dragon. It is common to lose a monster here, and later again on the final dragon when you kill the right pylon, so Mikene is here to resurrect fallen comrades. Briand the Wind Death Knight is usually vastly preferred over Mikene, but he is a natural 4 star monster requiring pure luck to get.

Dragons is not quite as focused on the elemental disadvantage, by the way. It helps to have all water, but sometimes some monsters are just so great it doesn’t matter if they are fire.

This team is required to be FAST. You want your Veromos very fast, 210 Spd if possible, and yes that takes some serious sub stats and your SPD tower you are upgrading from Glory Points. Baretta speeds up your entire team, Veromos cleanses a dot every time he goes, Konamiya can cleanse ALL dots every three turns, Mikene can rezz the fallen, and Bella has the defense break and group heals as well.

If you are blindingly lucky to get a fire vampire Verdehile, his whole thing is speed buffing everyone with his first attack, so replace Baretta with Verde when or if you get him.

The idea here is to get massive health from runes (20k+health is ideal starting point), place Baretta in the lead for the speed buff to the team, and on the final boss kill the right tower, then burn the boss.

When a tower dies, whoever struck the last blow gets a hellacious counterstrike that will usually kill it. If the tower dies to a DOT, nobody gets nailed. So monsters that DOT towers are wonderful. But if someone else takes it down with a direct strike, Mikene is there to resurrect them.

Improving this team usually involves Violent runes, better health, faster speed, and being able to burn the final boss without attacking the right tower, so you don’t need the resurrection.

If you do get a Verdehile, just remember, either DO NOT use Devilmon to skill him up, or stop skilling him up when Noble Agreement is at rank 3. The whole point of Verdehile is for his 1st attack to go off as often as possible with 100% crit, so two blows per attack each increase your teams attack bars. If you reduce the cooldown on Noble Agreement, he’ll use that more often and it only hits the boss once. As you can see, this is why Violent runes on Verdehile can be insane since every time he goes he fills everyone’s attack bar a bit. So extra turns for Verde can make your entire team go again before the enemy. INSANE.

Added notes – This is a starting point. If your runes are only around 5 star +12, it will likely NOT have 100% reliability. The whole basis for this team is speed.

If you have been doing your Arena point farming from day one and focusing on leveling the Speed totem after buying your weekly Devilmon with Glory points, then by the time you have a Dragons B10 team ready to go realistically you should be at least +10% Spd from the Glory Point totem. Continuing to improve the totem will help the overall speed. Likewise, replacing runes with 6 star versions and leveling the runes you have, especially Spd and HP% runes, will vastly improve success chances.

Finally, the runes listed for builds are ones to get started in Dragons, based on what you can farm from Giants B10. Replacing the runes for Veromos and Belladeon with Violent sets and getting extra turns is an incredible boost to the success, as having those reduced cooldowns for casting heal from Belladeon and more turns from Veromos to cleanse a DoT is overpowered. Likewise, if you finally get your Ahman to truly maxed out with Violent/Energy runes and 100% crit rate and +15 level 6 star runes, replacing Belladeon with him evens out constant healing for everyone and adds taunts to keep damage off of squishier monsters.

Without Belladeons defense break, and without more DoT providers than Veromon, this is a very slow team. It’s whole point is as a consistent starter to get you farming.

Improvements include replacing team members with better resurrections, replacing a resurrection monster with a more powerful multi-DOTter, speeding the whole thing up. This is usually where 4 and 5 star monsters come into play to decrease the time it takes to complete a run.

I am currently running Verdehile, Konamiya, Veromos, Ahman and Mikene. Mikene has zero Devilmon skillups fed to her, and neither does Verdehile. But Ahman, Veromos and Konamiya are both fully skilled up. This team takes about 7:30 to 7:45 to clear the Dragons B10, so incredibly slow. BUT it’s been 100% successful for me, even with many runes being only +12. The point being, please don’t assume the suggested starter team is all you will ever need as an end goal. It really is what I’m calling it – a starter team to get you farming.

Trial of Ascension (Normal)-

Veromos (same as above)

Baretta (same as above, runed for TOA AoE stunning)

Bernard (same as above)

Ahman (used by me as Violent/Energy HP%/CritR%/HP% 100% crit rating and all 6 star runes as only healer. Can handle heals in TOA Normal all the way to level 80 fairly easily.

***Belladeon (same as above) used sometimes instead of Ahman without much difference, really. Just needs to be more hands-on to time heals better. But has Defense Break on first attack and can remove enemy bubble/buffs with second attack, so less heals, more usefulness on difficult fights.

Shannon (same as above)

Alternate outstanding free to play monsters for TOA Normal-

Colleen (fire harpu – 2 star Unknown Scroll, Secret Dungeon, etc) Violent/Revenge HP%/Def%/HP%

Colleen is runed here for her other top use as a main Necropolis B10 monster and for Raids. Since her main usefulness is at progression past Dragons B10, her runes reflect what you should have then. But her combination of healing, Attack Power debuff on boss and Healing prevention to the enemy makes her IDEAL for those difficult situations in TOA when the boss is surrounded by healers or does a big whammy of damage on someone.

Talc (water battle mammoth – 3 star Unknown Scroll) Violent/Guard HP%/HP%/Acc%

Talc is incredible. He is a powerful tank, and becomes more powerful the higher his HP gets. In fact, the only reason he has accuracy on rune 6 is to apply his taunt to a target, protecting squishier monsters. If you’d prefer to replace that with a HP% rune, it might even be more effective. Talc has a powerful AoE team heal plus defense buff, AND if he gets his health high enough then he can just ignore most enemy trash attacks, a nice thing with his taunt. Talc can be a great healing supprt for Belladeon on fights with tougher bosses that are tough for a squishy healer.

Spectra (fire griffon – 3 star, Unknown Scrolls and Secret Dungeons) Swift/Blade SPD/HP%/Acc% Spectra is a direct replacement for Shannon in some situations. Both have an AOE attack speed reduction on the enemy team. Shannons has a higher chance to succeed (80%), while Spectra’s can also reduce the attack bar of all of the enemy targets (50%). Aside from that, Shannon has a team wide attack power and defense buff that vastly increases the overall power and survivability of your team while Spectra provides a very big single target DPS attack. I generally use Shannon unless I need more DPS oomph.

Another thing to note is Shannon’s AoE enemy slow is an actual attack. It does damage. Spectras slow does NOT do damage. This means that if you rune your Shannon Despair, her AoE WILL have a chance to stun, but if you rune Spectra with Despair HIS AoE will NOT because in order for the Despair rune to have a chance to stun the enemy, the attack has to be able to do damage. So running Shannon as Despair is extremely viable for all content but never rune Spectra with Despair.

Hemos (water grim reaper – 3 star, Unknown Scroll and Secret Dungeon)  Swift/Focus or Violent/Focus Spd/HP%/Acc% or Spd/HP%/HP% (he’s kind squishy) Hemos is primarily for TOA HARD mode, but as a 3 star monster with his second skill, he’s still well worth talking about here. Again, his second skill AoE deals no damage so don’t use Despair runes on him, but he is used for his second skill. It has a very high chance to apply TWO DoTs to all targets, useable every 3 turns, and since DoTs do a percent of the enemy health every tick, this is great against bosses and trash alike. Works great in tandem with other monsters that do more damage to a target based on how many effects they currently have, like Akhamamir the wind ifrit (summoned from guild wars currency).

Mav (wind penguin knight – 3 star, Unknown Scroll) Violent/Focus or Violent/Energy Spd/HP%/HP%, Mav is on almost every ‘must have’ monster list for both TOA normal and hard because of the awesome mix of abilities for speeding up your team (Wings of Awakened), being tanky, self heal, taunt off squishy monsters. You should aim for around 45% bonus accuracy off sub stats if at all possible.

Raids-

Front Line:

Xiong Fei (fire panda warrior – 5 star Fusion) Guardx2/Energy DEF%/CritD%/DEF%

Talc (same as above) really, really shines on raids

Copper (wind living armor – 3 star Unknown Scroll) Guard x3 DEF%/CritD%/DEF% Copper is also an incredible tank, and he’s also a beast in PVP, especially guild wars. Paired with Randy (the fire bounty hunter) in pvp, Randy can apply a defense boost just in time for Copper to decimate the opponent with Thunder Strike. The key thing here is Copper gets more deadly the higher his defense gets, and his base health is great. Wonderful natural 3 star monster for raid front lines.

Darion (light vagabond) runed Violent/Revenge HP%/HP%/HP% instead of Energy x3

Back Line:

Colleen (same as above)

Konamiya (same as above is okay but prefer Violent/Revenge for raid)

Belladeon (same as above but for raid and end game should be in Violent rune set)

Necropolis B10-

I won’t really get into Necro B10 too much, because it is seriously end game and PVP oriented, and by the time you are clearing Dragons B10 on auto and TOA Normal, you bloody well ought to have a variety of 4 star or 5 star monsters to make a straight free to play team unlikely for your Necro build.

However, here are some great 3 star monsters to watch for that are ideal for a Necropolis B10 team.

Necropolis has a serious trick to it, speed is capped at a certain level, and the boss has a shield that has to be popped by multiple hits in a turn before you can get through with damage. So they key to building a Necro B10 team is to have monsters that slow the enemy, speed you up, get multiple hits from your key skills, and have a real heavy hitter and great healing.

The key is to tune your team speed very carefully through speed runes in slot 2 and Spd sub stats on runes so that each monster goes at a specific time in the turn. You want the monsters on your team to do multiple attacks to pop the bubble, have defense break applied on the boss, and THEN have your heavy hitting DPS go and beat the hell out of him. At the same time, the boss WILL mind control someone, so you can’t have anyone that is a DPS powerhouse also be so tough you can’t defeat them to regain control.

For Necro B10 ALL monsters are recommended to have Violent/Revenge rune sets for even more multi hits, the core necessity of this fight.

Belladeon (really needs to be Violent/Revenge)

Seren (dark harpu – 3 star, Secret Dungeon) Violent/Revenge HP%/HP%/Atk%

Colleen (same as above)

Adrian (fire elf ranger – 3 star Unknown Scroll) Violent/Revenge Atk%/CritR%/Atk%

Xiong Fei (runed differently than from the raid description, switch to a Violent/Revenge set

In this list, Seren takes the part of the heavy hitter, Bella applies the defense break, Adrian and Xiong Fei apply multi-attacks, Colleen applies multi-attacks and heals. So you’d likely tune speed for the following turn order; Xiong Fei, Adrian, Colleen, Belladeon, Seren.

I say likely, because this isn’t the actual team I’m going with because I have acquired other 4 star monsters more ideally suited for multi hitting such as Zibrolta, Chilling, Smoky and Lisa. Colleen remains a core part of the team I use though. Colleen is badass.

If you are already doing Necropolis B10 and have a team of free to play monsters you prefer, please share them in the comments, I would love to see your suggestions and as they’d be free to play farmable monsters, I’ll be happy to build and try those teams. Sounds fun!

Checklist of all monsters mentioned in the above teams:

Veromos (dark ifrit – Fused) Swift/Energy Spd/HP%/HP%

Shannon (wind pixie 2 star – scrolls) Swift/Focus Spd/HP%/Acc%

Bernard (wind griffon 3 star – Tamor Desert) Swift/Focus Spd/HP%/Acc%

Belladeon (light inugami – Secret Dungeon) Swift/Focus Spd/HP%/Acc%

Darion (light vagabond 3 star – Secret Dungeon) Energy x3 Hp%/HP%/HP%

Beretta (fire sylph – 4 star Fused) Despair/Focus Spd/HP%/Acc%

Konamiya (water garuda 2 star – Unknown Scroll) Swift/Energy Spd/HP%/HP%

Mikene (water undine – Fused) Swift/Energy Spd/HP%/HP% early on, Violent/Energy later

Ahman (light bearman 3 star – Secret Dungeon) Violent/Energy HP%/CritR%/HP% 100% crit rating from sub stats

Colleen (fire harpu – 2 star Unknown Scroll, Secret Dungeon, etc) Violent/Revenge HP%/Def%/HP%

Talc (water battle mammoth – 3 star Unknown Scroll) Violent/Guard HP%/HP%/Acc%

Spectra (fire griffon – 3 star, Unknown Scrolls and Secret Dungeons) Swift/Blade SPD/HP%/Acc%

Hemos (water grim reaper – 3 star, Unknown Scroll and Secret Dungeon) Swift/Focus or Violent/Focus Spd/HP%/Acc% or Spd/HP%/HP%

Xiong Fei (fire panda warrior – 5 star Fusion) Guardx2/Energy DEF%/CritD%/DEF%

Copper (wind living armor – 3 star Unknown Scroll) Guard x3 DEF%/CritD%/DEF%

Seren (dark harpu – 3 star, Secret Dungeon) Violent/Revenge HP%/HP%/Atk%

Adrian (fire elf ranger – 3 star Unknown Scroll) Violent/Revenge Atk%/CritR%/Atk%

~~~

Notes – Secret Dungeons

You can only unlock a Secret Dungeon in an elemental hall, and the Secret Dungeon will be of the same elemental type as that particular days elemental hall. Other dungeons that can be found here are the Hall of Heroes, Angel Garden, Rainbow Garden and Devilmon Caves, usually only on a one weekend per month basis (or during special events).

Concerning the Secret Dungeons.  Not all monsters have a corresponding Secret Dungeon. A good rule of thumb if there is a specific monster you need for a Fusion or as part of a team build is to check the Summoners War Wiki page for that monster and element type. It will show exactly what sources of content can drop that monster, and will tell you if it has a Secret Dungeon that can appear. It will also tell you if it can drop from a particular scenario, meaning it’s easily farmable. This is also a good way to find if there are other places other element types of a monster you have on your team can be farmed, and used as skill ups.

An example of this is the much desired monster Belladeon.  Belladeon is the Light Inugami, and from his description he can come from a Light and Darkness Scroll, the Temple of Wishes, or a Secret Dungeon. Period.

This means that out of three possible ways of getting him, the ONLY way you have any control over is running the Hall of Light on Sunday repeatedly in hopes of unlocking the Light Inugami Secret Dungeon, hoping one of the friends on your friends list unlocks him and you happen to be on for that hour and see it, and also monitoring global chat and asking other players who get unlock it to invite you as a friend. I went into greater detail on this in an earlier post.

The key thing from this though is that the light inugami is a natural 3 star monster. It’s difficult to get, but inugamis of other elements can be acquired by farming various scenarios.

So you can work hard to get your first light inugami, but then farm the Faimon Volcano (Fire), Garen Forest (Water) or Telain Forest (Wind) depending on your team strength to get other monsters to feed to him and level up his skills.

Any difficulty of a scenario has the exact same percentage chance of dropping a 3 star monster on it’s list, so if all you can farm is Garen Forest stage 7 Normal, go for it. Just as likely a water inugami will drop as if you were running it on Hell. It’s a low chance of course, but over 30 or 40 runs you ought to get one… and if you’re farming runes and leveling monsters off the XP, it’s all good.

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