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Difference between revisions of "The Machine Revolution: Bakal Raid"
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* {{Item|Inherited Flame's Will Box}}es can be purchased for 50 {{Item|Golden Beryl}}s in the Raid Shop. | * {{Item|Inherited Flame's Will Box}}es can be purchased for 50 {{Item|Golden Beryl}}s in the Raid Shop. | ||
− | *'''Availability:''' Bakal Raid is opened on Thursday - Sunday; It can be entered and cleared once a week. Since Bakal Raid and Total War shares the same | + | *'''Availability:''' Bakal Raid is opened on Thursday - Sunday; It can be entered and cleared once a week. Since both Bakal Raid and Total War are opened and shares the same Rewards/Weekly Entry Count, clearing Bakal locks you out of entering Total War until Tuesday at 9:00 UTC. |
− | *'''Quest Needed:''' Clear '''[A Very Small Difference]''' to gain access to the Raid channel. | + | *'''Quest Needed:''' Clear '''[A Very Small Difference]''', and accumulate the required Adventurer Fame to gain access to the Raid channel. |
*'''Player Amount:''' 12 Players; 3 separate parties consisting of four players. | *'''Player Amount:''' 12 Players; 3 separate parties consisting of four players. | ||
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==Bakal Raid Normal Mode== | ==Bakal Raid Normal Mode== | ||
− | Released in April 2023's Season 7 - Act.05 Patch, The Machine Revolution: Bakal Raid is the overall, seventh raid in ''Dungeon Fighter Online'' that is heavily focused around the [[Bakal|Cruel Dragon King]] during his centuries long, tyrannical reign over [[Empyrean]]. Unlike previous Apostle-themed raids which has the standard two phase formats, Bakal Raid only contains a single phase that's identical to [[Fiend War]], albeit on a higher scale of difficulty that requires a | + | Released in April 2023's Season 7 - Act.05 Patch, The Machine Revolution: Bakal Raid is the overall, seventh raid in ''Dungeon Fighter Online'' that is heavily focused around the [[Bakal|Cruel Dragon King]] during his centuries long, tyrannical reign over [[Empyrean]]. Unlike previous Apostle-themed raids which has the standard two phase formats, Bakal Raid only contains a single phase that's identical to [[Fiend War]]'s layout, albeit on a higher scale of difficulty that requires a heavy amount of coordination and teamwork from all three parties. |
A single player can create a Raid Group by speaking to [[Commander Irine]] while in the Raid Channel. The Raid leader is also able to organize their raid's parties and are responsible for coordinating their parties' objectives. Once everything is fully prepared, the leader can initiate the raid by speaking to Irine again, when every member has fulfilled the entrance requirements. | A single player can create a Raid Group by speaking to [[Commander Irine]] while in the Raid Channel. The Raid leader is also able to organize their raid's parties and are responsible for coordinating their parties' objectives. Once everything is fully prepared, the leader can initiate the raid by speaking to Irine again, when every member has fulfilled the entrance requirements. | ||
− | Although the Raid's main objective involves defeating Bakal entirely, some portions of his main HP bar is only available during that boss encounter, while the rest of it is locked out and in order to free up those and continue fighting him, | + | Although the Raid's main objective involves defeating Bakal entirely, some portions of his main HP bar is only available during that boss encounter, while the rest of it is locked out and in order to free up those and continue fighting him, defeating the Great Dragon Trio ([[Hismar]], [[Spirazzi]] and [[Skasa]]) in their respective Palace Zones, which are the keys for reaching those requirements are mandatory in succeeding. |
===Party Composition=== | ===Party Composition=== | ||
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===Battlefield Progression & Dungeons=== | ===Battlefield Progression & Dungeons=== | ||
− | For the entire raid's "home base" of operations is also located within [[Sky's Wish Gate]]'s entrance, much like with [[Total War]]'s environment, albeit - much different from its toned-down counterpart. Sky's Wish Gate is split into a total of 16 dungeons areas on the map that's broken up into various different zones and routes alike, where all parties are able to traverse through with ease, but will always remain in-dungeon mode until retreating. The middle route is the [[Cruel King of Dragons' Road]], | + | For the entire raid's "home base" of operations is also located within [[Sky's Wish Gate]]'s entrance, much like with [[Total War]]'s environment, albeit - much different from its toned-down counterpart. Sky's Wish Gate is split into a total of 16 dungeons areas on the map that's broken up into various different zones and routes alike, where all parties are able to traverse through with ease, but will always remain in-dungeon mode until retreating. The middle route is the [[Cruel King of Dragons' Road]], that goes directly into [[Cruel King of Dragons' Main Hall]] where Bakal's Palace is located, housing the Dragon King himself. Party leaders also have the ability to teleport their team towards other bases through the usage of a "'''Flughafen'''". |
Hismar's territory is located around the lower route's [[Dragon Claw]] Entrance Operation Base, this leads into [[Prison of Mortal Combat]] → [[Ruin's Flower Garden]] → [[Beserk Dragon's Destroyed Palace]]. | Hismar's territory is located around the lower route's [[Dragon Claw]] Entrance Operation Base, this leads into [[Prison of Mortal Combat]] → [[Ruin's Flower Garden]] → [[Beserk Dragon's Destroyed Palace]]. | ||
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===Great Dragon Trio & Sphere Effects=== | ===Great Dragon Trio & Sphere Effects=== | ||
− | * When first confronting a Gatekeeper | + | * When first confronting a Gatekeeper Boss Monster, either Hismar, Spirazzi or Skasa is randomly awakened, automatically activating their Spheres. Functioning similarly like Total War's penalties upon entering any of the awoken Great Dragon Trio's Palace Zones, they'll begin casting a persistent Abnormal Status effect that can potentially hinder the party's progress, unless the party involved obtains Status Immunity buffs from Mid-bosses is one way to help against the Trio. Once defeated, they'll transfer their powers over to Bakal during his battle at certain intervals, regardless of which phase he's in. |
** '''Berserk Dragon Sphere Effect:''' {{IconLink|Stun (Status)}} | ** '''Berserk Dragon Sphere Effect:''' {{IconLink|Stun (Status)}} | ||
** '''Death Dragon Sphere Effect:''' {{IconLink|Poison (Status)}} | ** '''Death Dragon Sphere Effect:''' {{IconLink|Poison (Status)}} | ||
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===Gatekeepers & Marchers=== | ===Gatekeepers & Marchers=== | ||
− | * Before reaching either Bakal and his Great Dragons, they are each guarded by one of four '''Gatekeeper''' Dragonoid Boss Monsters consisting of; [[Magic Dragon Basilisk]], [[Nine-tailed Blona]], [[Gherda of the Ice]] and [[Wicked Dragon Nympha]]. Except for Gherda, the other three functions as a [[Fiend War]] ''Logistics Base'', which lets them generate '''Marcher''' Units | + | * Before reaching either Bakal and his Great Dragons, they are each guarded by one of four '''Gatekeeper''' Dragonoid Boss Monsters consisting of; [[Magic Dragon Basilisk]], [[Nine-tailed Blona]], [[Gherda of the Ice]] and [[Wicked Dragon Nympha]]. Except for Gherda, the other three functions as a [[Fiend War]] ''Logistics Base'', which lets them generate '''Marcher''' Units bein either {{Spawns|class=named|Rage Dragon Brute}} or {{Spawns|class=named|Steel Dragon Tank}}, that'll make their way towards an Allied Operation Base by one minute per slot to attack, summon mobs within that area and greatly increases the Conflagration Gauge by 25% if successfully invaded the base. Defeating any of these four bosses grants access to a temporary post with the '''Flughafen''', but keep in mind that they'll regenerate after roughly 15 minutes have gone by, meaning you'll have to fight them again. |
===Party & Commander Buffs=== | ===Party & Commander Buffs=== | ||
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**''' +100''' every 10 seconds if nobody is fighting Bakal. | **''' +100''' every 10 seconds if nobody is fighting Bakal. | ||
** '''+20''' every 10 seconds when a party is battling Bakal. | ** '''+20''' every 10 seconds when a party is battling Bakal. | ||
− | ** '''+50 '''for 1 minute if nobody is battling [[Hismar]], [[Spirazzi]] or [[Skasa]]. | + | ** '''+50 '''for 1 minute if nobody is battling an awakened [[Hismar]], [[Spirazzi]] or [[Skasa]]. |
===Monsters=== | ===Monsters=== |
Revision as of 13:46, 11 January 2024
Seria says: "Nothing should be as mysterious as I am!"
Some info is missing, please help to provide it if you can. |
The Machine Revolution: Bakal Raid | |
---|---|
Location | Empyrean - Sky's Wish Gate |
Min. Level | 110 |
Level | 110 |
Monster Level | 140 |
End Boss | Bakal, the Cruel King of Dragons |
Raid Rules & Details
Level Required | Normal Mode - Hard Mode Adventurer Fame | Fatigue Points | Raid Entry Material | Main Item Option Levels |
---|---|---|---|---|
110 | 40,047 45,142 |
0 | 1 Inherited Flame's Will | 65 ~ 75 |
- Inherited Flame's Will Boxes can be purchased for 50 Golden Beryls in the Raid Shop.
- Availability: Bakal Raid is opened on Thursday - Sunday; It can be entered and cleared once a week. Since both Bakal Raid and Total War are opened and shares the same Rewards/Weekly Entry Count, clearing Bakal locks you out of entering Total War until Tuesday at 9:00 UTC.
- Quest Needed: Clear [A Very Small Difference], and accumulate the required Adventurer Fame to gain access to the Raid channel.
- Player Amount: 12 Players; 3 separate parties consisting of four players.
Restrictions
- Losing or retreating from a battle, places a recovery time penalty on whichever party does either condition and cannot enter for a while until the timer ends. Parties who battled Bakal on the other hand, wields a 10-minute limit when fighting, but places an Encroachment penalty of 480 seconds (8 minutes) afterward.
- Your skill cooldowns remain intact if you die and resurrect.
- All three parties have 5 Life Tokens, and a 10 consumable usage limit, these can be increased through either Party or Commander Buffs.
- Like with many Raid-exclusive consumables, only 5 Standard-Issue First Aid Kits & Portable OP Packs can be carried on a character, and does expire on the weekly Tuesday reset. (9:00 UTC)
- If the Dragon King's Conflagration Gauge reaches 100% (8000 Normal | 7000 Hard), the run is considered a failure, and you'll retrieve your Inherited Flame's Will back through the mailbox.
Bakal Raid Normal Mode
Released in April 2023's Season 7 - Act.05 Patch, The Machine Revolution: Bakal Raid is the overall, seventh raid in Dungeon Fighter Online that is heavily focused around the Cruel Dragon King during his centuries long, tyrannical reign over Empyrean. Unlike previous Apostle-themed raids which has the standard two phase formats, Bakal Raid only contains a single phase that's identical to Fiend War's layout, albeit on a higher scale of difficulty that requires a heavy amount of coordination and teamwork from all three parties.
A single player can create a Raid Group by speaking to Commander Irine while in the Raid Channel. The Raid leader is also able to organize their raid's parties and are responsible for coordinating their parties' objectives. Once everything is fully prepared, the leader can initiate the raid by speaking to Irine again, when every member has fulfilled the entrance requirements.
Although the Raid's main objective involves defeating Bakal entirely, some portions of his main HP bar is only available during that boss encounter, while the rest of it is locked out and in order to free up those and continue fighting him, defeating the Great Dragon Trio (Hismar, Spirazzi and Skasa) in their respective Palace Zones, which are the keys for reaching those requirements are mandatory in succeeding.
Party Composition
Like with Prey or Ozma, the amount of participants for Bakal Raid is 12 which are comprised of Red, Yellow & Green parties. There is no specific in-game designation for who belongs in which party, but the traditional player convention is to make the red party the strongest, followed by yellow, and then green party. As with the standard raid structures, It is recommended that every party contains:
The 3 parties typically have different expected responsibilities, but no party is locked out of any particular dungeon, so this is up to the raid leader's discretion.
Battlefield Progression & Dungeons
For the entire raid's "home base" of operations is also located within Sky's Wish Gate's entrance, much like with Total War's environment, albeit - much different from its toned-down counterpart. Sky's Wish Gate is split into a total of 16 dungeons areas on the map that's broken up into various different zones and routes alike, where all parties are able to traverse through with ease, but will always remain in-dungeon mode until retreating. The middle route is the Cruel King of Dragons' Road, that goes directly into Cruel King of Dragons' Main Hall where Bakal's Palace is located, housing the Dragon King himself. Party leaders also have the ability to teleport their team towards other bases through the usage of a "Flughafen".
Hismar's territory is located around the lower route's Dragon Claw Entrance Operation Base, this leads into Prison of Mortal Combat → Ruin's Flower Garden → Beserk Dragon's Destroyed Palace.
Spirazzi's territory is located around the upper route's Dragon Fang (Dungeon) Entrance Operation Base, this leads into Faded Gold Depot → Hallow Soul Depot → Death Dragon's Soul Palace.
Skasa's territory is located behind Bakal's Main Hall and can also be accessed from either going through Dragon Fang or Claw's routes. This also leads into Fixed Pond → Dark Cloud Tower → Ice Dragon's Frozen Palace.
The raid leader is able to use a tool on the map to designate certain dungeons as the next target for each party (red, yellow, green). Players should pay attention to these map markers, particularly if they are not using a third-party voice chat program, as it can be difficult for the raid leader to type to communicate while trying to clear dungeons.
Great Dragon Trio & Sphere Effects
- When first confronting a Gatekeeper Boss Monster, either Hismar, Spirazzi or Skasa is randomly awakened, automatically activating their Spheres. Functioning similarly like Total War's penalties upon entering any of the awoken Great Dragon Trio's Palace Zones, they'll begin casting a persistent Abnormal Status effect that can potentially hinder the party's progress, unless the party involved obtains Status Immunity buffs from Mid-bosses is one way to help against the Trio. Once defeated, they'll transfer their powers over to Bakal during his battle at certain intervals, regardless of which phase he's in.
- Berserk Dragon Sphere Effect: Stun (Status)
- Death Dragon Sphere Effect: Poison (Status)
- Ice Dragon Sphere Effect: Freeze (Status)
Gatekeepers & Marchers
- Before reaching either Bakal and his Great Dragons, they are each guarded by one of four Gatekeeper Dragonoid Boss Monsters consisting of; Magic Dragon Basilisk, Nine-tailed Blona, Gherda of the Ice and Wicked Dragon Nympha. Except for Gherda, the other three functions as a Fiend War Logistics Base, which lets them generate Marcher Units bein either Rage Dragon Brute or Steel Dragon Tank , that'll make their way towards an Allied Operation Base by one minute per slot to attack, summon mobs within that area and greatly increases the Conflagration Gauge by 25% if successfully invaded the base. Defeating any of these four bosses grants access to a temporary post with the Flughafen, but keep in mind that they'll regenerate after roughly 15 minutes have gone by, meaning you'll have to fight them again.
Party & Commander Buffs
There are two types of buffs added in the raid that offers various effects when certain Dragonoid bosses are defeated:
- Party Buffs only occur when defeating bosses, it's immediately applied for a temporary 6 - 8 minute towards the party who defeated them, that can help against battling either Bakal or the Great Dragon Trio:
- Undying Courage - Grants immunity to Poison within the Death Dragon's Sphere.
- Men vs. Giant - Grants immunity to Stun within the Berserk Dragon's Sphere.
- Volcanic Passion - Grants immunity to Freeze within the Ice Dragon's Sphere.
- Time to Extinguish the Fire - Berserk/Death/Ice Dragon - Increases +30% damage on Hismar/Spirazzi/Skasa and +20% on Bakal.
- Desire for Freedom - Grants immunity to all three harmful effects within all the Spheres.
- Overflowing Vitality - Increases all Defense. All Def. +10%
- Awake Mind - Increases cooldown recovery. Cooldown recovery +10%
- Rear Support - Increases your Consumable use limit by 5.
- Reinforcement Request - Randomly casts a Commander buff.
- Commander Buffs on the other hand, are shared among the entire raid and only party leaders can use them through hotkey commands. (~ 1 - 5)
- Noble Duty - Sarah Wane encourages you. Grants immunity to all Abnormal Status effects for 60 sec. (Not applicable to special attacks from dragons)
- Strategic Supply - Rosa Jurgen provides you with supplies. Increases Life Token limit by 3.
- Decisive Shot - Spitfire Flo provides fire support. Increases damage by 20% for 30 sec.
- Secure Retreat - Juvenil helps you make a strategic retreat. Return immediately without penalties. (Cruel King of Dragons' Main Hall's Encroachment penalty excluded)
- Empyreans' Wishes - Commander Irine prays for her forces. Grants Invincibility for 10 sec.
King of Dragons' Conflagration Gauge
- Although Bakal Raid does not have a specific time limit to clear, The Dragon King will begin to gather power from his Great Dragons' spheres throughout the raid's progression via Conflagration Gauge that's on the UI's top right, screen starting off at 0%. This gauge will only start increasing from specific conditions through points that total up to 8000. All three parties must coordinate on doing their respective tasks to prevent Bakal's Conflagration Gauge from reaching 100%, or that operation is considered a failure.
Monsters
Cruel King of Dragons' Main Hall
Cruel King of Dragons' Road
Berserk Dragon's Destroyed Palace
Death Dragon's Soul Palace
Ice Dragon's Frozen Palace
Dragon Fang / Claw
Normal Mode Rewards
You'll receive the following rewards via Card Flips once all three Great Dragons & Bakal are defeated:
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- 4 - 6 Level 105 Epic Equipment Fixed Normal, Area or Custom Options (Levels 65 ~ 75)
- 1 Unique or Legendary Machine Revolution Monster Card
VIP Premium Contract Benefits:
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Gold Card Flips may yield:
- Level 105 Sacrosanct Area Legendary Pot (Machine Revolution)
- Level 105 Dark Fragmented Abyss Unique Equipment
- 1 Legendary Machine Revolution Monster Card
- 1 Level 105 Epic Equipment w/Level 80 Options
Auction Loot Rewards after the Raid may yield:
WIP
Bakal Hard Mode
The Global Client would receive a much tougher version of Bakal Raid that would be implemented within a September 19th, 2023 update. Outside the increased Adventurer Fame requirement, there are several changes to make this a far more challenging experience for players.
Differences from Normal Mode
- The Conflagration Gauge is lowered to 7000 points, +200 per 10 seconds if nobody is fighting Bakal.
- Bakal awakens after 7 minutes have gone by.
- All three Great Dragons awakens at once when encountering a Gatekeeper boss.
- Defeating Marchers grants Immunity buffs instead of Commander ones.
- Minibosses respawn after 3 minutes, and defeating them grants a stronger +85% Berserk/Death/Ice Dragon + Bakal damage buff.
- Juvenil's Secure Retreats increased to 2.
- Dragonoid Warrior removed and replaced with Rotund, who offers Commander buffs.
- Anti-Bakal weapon can be enabled through defeating any Great Dragons while fighting Bakal, able to reduce half of his Neutralize Gauge.
- All Great Dragons and Bakal have increased health and adjusted attack patterns.
Hard Mode Rewards
Rewards accumulated from Normal Mode remains intact. However, there is a newer addition upon clearing Hard Mode, as players can obtainTotal War
Prior to the release of Bakal Raid, The Machine Revolution: Total War would be launched on a February 2023 patch. Total War can be seen as a heavily scaled-down version that only features only six bosses and seperate mechanics.