Modron Farming Guide
Modron Farming Guide
Hogo
July 2022
Contents
1 Disclaimer 2
2 Introduction 2
3 Definitions 3
3.1 Idle Champion Reminder . . . . . . . . . . . . . . . . . . . . . . 3
3.2 Advanced Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . 4
3.3 Guide specific. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
3.3.1 Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
3.3.2 Champion Jobs . . . . . . . . . . . . . . . . . . . . . . . . 6
1
6 Frequently Asked Questions 21
6.1 Dealing With Favors Too High . . . . . . . . . . . . . . . . . . . 21
6.2 I Want to Set Up On a Specific Adventure. . . . . . . . . . . . . 21
6.3 Getting Perfect Jump Chances . . . . . . . . . . . . . . . . . . . 22
6.4 Why Does Byteglow Tells Me I need That Much Item Level . . . 22
6.5 How About Modron Cores ? . . . . . . . . . . . . . . . . . . . . . 22
6.6 Should I Stack on Multiple Zones ? . . . . . . . . . . . . . . . . . 22
6.7 What Should My Upgrade Look Like ? . . . . . . . . . . . . . . . 22
6.8 Can I Start Jumping After z1 . . . . . . . . . . . . . . . . . . . . 23
6.9 High Favor Farming . . . . . . . . . . . . . . . . . . . . . . . . . 23
6.9.1 e90-e100 favor . . . . . . . . . . . . . . . . . . . . . . . . 23
6.9.2 e100+ favor . . . . . . . . . . . . . . . . . . . . . . . . . . 23
6.10 Buying and Opening Chests . . . . . . . . . . . . . . . . . . . . . 23
6.11 Potion Usage . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
6.11.1 Using Potions in Modron Resets . . . . . . . . . . . . . . 23
6.11.2 Warning about lvl1 potions . . . . . . . . . . . . . . . . . 24
6.11.3 Potion Sustain . . . . . . . . . . . . . . . . . . . . . . . . 24
9 Change Log 25
10 Acknowledgments 27
1 Disclaimer
This is a work in progress. I work on it when I find the time and or feel like it.
You may notice that there are a lot of placeholders for now. Particularly, I am
yet to add pictures. This is planned, it’s just easier to add a lot of text first.
If you have remarks on things that are already typed in, please feel free to
comment on it in the modron Briv thread on the Idle champion discord (links
will be added someday) Or wisp me on Discord directly: hogo#8547. You can
also suggest some more placeholders section I will write in the future ! I also
try to give credit whenever I remember about it. Please tell me if I miss some,
or give me the link to a message if I haven’t tracked it down yet. If you’re polite
and nice, I usually am nice too :)
Enjoy your read !
2
2 Introduction
Using Modron briv farming is an advanced technique use to idle gem farm
in Idle champion more efficiently. This guide is an improvement on Zeke’s
guide hopefully clearing some things up, and adding some knowledge over this
technique that we learn by discussing this on the discord (todoref).
It looks to use Briv which is the single most powerful speed champion in
the game at this time. Briv is able to jump over one or many areas thanks
to his unnatural haste ability.
This technique is scriptless and only uses the game mechanics defined by
developers. Compared to script gem farming we have
• More constraints (Only one formation, no script clicks, no offline stacking
[...]);
• More lag (Because we require more champions, cannot clear memory leak
with resets [...]);
• Less profitability;
• more set up difficulties.
Then why use it you may ask? I’ve seen some people say it’s because they don’t
like scripting, some people have issue with the scripting tools, and many other
reasons. Mine is that I like the challenge of setting this up !
This is not a plug and play guide. This is an advance guide that aims at
covering as much concepts as possible so you can understand this technique in
depth, and set up your own as you wish to do. And even contribute later ! It is
heavily dependent on your favors, champions, gears and multiple others. You
need to understand it in order to set it up. I only give you the most important
information here, but you have to do understand it in order to set it up. If you
do not understand it, it means this guide may be improved, so let me know !
Moreover, it might be a bit intimidating at first. But don’t loose hope ! Once
you get it, you’ll be able to set up anywhere you’ll like !
3 Definitions
I start here by giving you some definitions that will ease the comprehension
of the technique. Particularly, I set the definitions of multiple Idle Champion
defined concepts as well as adding a few of ours.
3
Adventure. An adventure is a part of a campaign. They are selected from
the world map. It also contains variants.
todoexample
Area. An Area is a map on which your character fight. It’s part of an ad-
venture. It’s a zone between 1 and 50. For example Area one is represented in
Zones 1, 51, 101, 151 [...].
todo example
Zones. A Zone is the current stage your party is fighting. It’s a zone multi-
plied by fifty. A Zone uses an area and adds scaling information on the area.
Talking about a Zone is often done by using the ”z” character before a number.
z51 = Zone 51.
Base Ultimate Damage (BUD). BUD is the highest damage that was set
by a champion. It is used to compute the damages of champion’s ultimate
damages, and firebreath potions. More importantly it is the best visualization
of your current damages.
Overwhelm //todo
Boss Per Hours (BPH). Metric used by Byteglow and Scripters to compare
the efficiency of setups. This is a better measure of comparison than GPH
because it varies less. Plus, it is not affected by Gem Hunter potions.
Potion Sustain Potion Sustain means ”If I use a potion on every run, how
long until I run out?”. Sustaining potions is difficult (Section 6.11.3). You do
not have to sustain your potions all of the time. Just remember that if it’s a
requirement for you (particularly for health potions), your setup will end up
breaking.
4
Perfect Jumps. Briv chances to jump over the next N areas. This chances
are regulated by Briv 4th item slot. Perfect jumps are when Briv has 100%
chance of skipping the next N area. The item level required to be perfect jumps
are computable with multiple tools. Particularly I personally use the great
Byteglow online tool todoref. This technique is significantly easier to use with
a perfect jump.
Quick Transition (QT) Usually, when the party finishes the zone’s require-
ment, it walks over to the next area. A Quick Transition is a transition
between two zones in which the party does not move. This is significantly
faster for gem farm. The main adventures that exhibit Quick Transitions are
Tall Tale (TT) and The Everlasting Rime (ER). They are of course other ad-
ventures that exhibit QTs, but they are less popular since they have less Quick
Transitions (Picture). Moreover, a Quick Transition depends on the number
of jumps (picture) I also developed a query-able database of the adventure of
Idle Champion that allows anyone to compute the Quick Transitions for any
adventure based on Kleho’s website. This allows me to quickly compute any
QTs for a given adventure (Table 1 or to find out which adventure has the most
QTs for a given jump (Table 2).
Zone Loop. The Zone loop is the number of zones you need to clear in
order to be back to the area where you started. A few illustrative example.
I’m starting z1. If I have 0 jumps, I will encounter this area again at z51. If I
have 4 jumps, I will encounter this area again at z51. If I have 7 jumps, I will
encounter this area again at z201.
Table 1: Number of QTs for the The Everlasting Rime aventure, depending on
the number of jumps. For example, If I have 2 jumps, 48% of the transitions
are QTs.
Number of jump number of QTs
0 54%
1 52%
2 48%
3 48%
4 50%
5 44%
6 42%
7 40%
8 38%
9 40%
10 34%
11 32%
12 30%
13 28%
14 30%
5
Table 2: Number of QTs per adventures for 4 jumps Briv .
Campaign Adventure Number of QTs
Witchlight Tall Tales 60%
Rime of the Frostmaiden The Everlasting Rime 50%
Witchlight The Firy Rings of Thither 30%
Descent into Avernus The Path of Dreams 30%
Descent into Avernus Resolve Amongst Chaos 30%
Descent into Avernus The Bleeding Citadel 30%
Grand Tour Excavating History 30%
Grand Tour Towering expectation 30%
Witchlight Slack-jawed Lorna 20%
Rime of the Frostmaiden Ending the Rime - Part 1 20%
Stacking Zone (= Hard Wall). The Stacking Zone is the zone in which
neither the click damage nor the champions are able to kill anything. In regular
play, it’s the maximum zone reachable with all the tricks you are able to think
of. In this guide, it’s a zone on which your click damage are not able to kill
anything anymore, in spite of the click wall extender champion (Section 3.3.2).
Zone Spread. The Zone Spread is the number of areas between your Click
Wall and your Hard Wall. It allows you to loose click damage until a point
in which the click damage is not able to kill anything anymore. Calculated by
NNN(find credit), you need a Zone Spread of at least 17 areas to loose enough
click damage to not kill anything on your hard wall.
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champions possible for the jobs. Particularly, Minsc is allows click dam-
age to be increased against a kinds of enemies out of 5. A list is available in
Section 4.2.2.
BUD Setter. The BUD Setter is the champion that hits the hardest and
sets the BUD. It’s usually the most buffed damage dealer.
• A trigger champion;
• Adequate favor;
• Adequate adventure.
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• Clicker or champion kill mobs until the stacking zone (Section 4.2.1);
• The party arrives to the stacking zone nobody kills anything(Section 4.2.2);
• Briv tanks and re-stacks for the next run (Section 4.2.3);
• When Briv has enough stacks, the party kills everything thanks to the
trigger champion (Section 4.2.4);
• Restart (Section 4.2.5)!
Each of these steps is described further in the following.
Others may be a good fit, but are not as good as the ones described here.
The stacking area should be a non boss area. Range enemies have been
shown to give more stacks for the same amount of time and damages in the
zones we used.
8
4.2.2 Step Two: Tune Click Damage
To tune your click damage, you have to tweak the gold find. The main source
of gold find is favor. I always recommend to shoot just bellow the point that
you need, to be able to tune it with other methods. Particularly, a level 15
speed core provides up to e4.5 gold find //tocheck. To compute the required
favor, divide the target area with the magic number 7.43. For example, I want
to stack at z691 on Tall Tales. For that purpose, I look up in the Table 3, the
click wall should be at the lowest at 656. 656/7.43 = 88, therefore I need to
farm e88 favor. As I said before, I tend to aim a bit lower to be able to tweak
it if needed. In this case, I would go to e85 and add modron nodes.
To get more Gold find, you may:
• Farm favor;
• Add modron gold find nodes;
• Champions. The main champion you may use are Rust , Jarlaxle and
Azaka . They are the most consistant gold find providers. Particularly
Rust, because he won’t get more item level from opening silver and gold
chests.
Note that the click damage should be at least e3, ideally even e4 lower than
the stacking zone monster’s health.
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To improve survivability:
Feats The best feat for Briv so far are the Overwhelm feats by far. The
health feats, although tempting, do not compare. For other tanks, the
health feat increasesBriv ’s health, hence they are the best in this case.
Mirtt’s Perk’s Up. This perk, that increases tank’s healing.
More health there are multiple ways of increasing health.
• Most tanks have a health share ability. Moreover many tanks have
a health scaling item. Therefore more tanks, more health. To have
a tank provide health however, it requires to have some item level in
their health item. This is why we often choose Evergreen champions
that continuously scale up. Particularly, Dragonbait , Tyril and
Nayeli . Dragonbait is the best of the 3 because he has a golden
shiny available in a Stradh shop. Tyril and Nayeli need to be
in right (→) specialization.
• Vjara and Zariel perks increase health moderately.
• Champion feats, particularly tanks. Careful, overwhelmed feats are
better for Briv .
• Health potions. Beware of using Health Potions. You will not be
able to sustain them for a long time (Section 6.11.3). We empty our
stocks more quickly than we think. Note that the more tanks are
used, the more health the potions are bringing.
Baeloth ’s djinn. Baeloth ’s djinn ability gives 30 second of invincibility
upon death.
Damage reduction. This is currently not viable.
Yorven . Yorven reduces the damage taken by adjacent champions
by a small amount. However Yorven puts a debuff on a single
enemy on each attack. This debuff increases the click damages, mak-
ing tuning your click damage more difficult (Section 4.2.2 and Sec-
tion 4.2.4) Similarly, this debuff increases the damages of champions,
making tuning of your BUD more difficult (Section 4.2.4).
Selise Selise reduces the damage taken from melee while in wall
stance for the champions in her column. However you need use the
ultimate once to get into wall stance. Moreover, while in aggressive
stance, the default stance, she stuns enemies, reducing the number
of stacks you’d get. Finally, the placement requirement is just not
viable most of the time because of Hew’s requirements.
Healing. Every healing ability (besides Briv ’s) is around a fixed e4 health.
However very quicklyBriv gets e7+ health (by just adding Dragonbait
in). Therefore, it’s mostly useless. A few ultimates attacks are healing
massively, namely Celeste , Widdle and Walnut but none of them
are viable in a gem farming setup.
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4.2.4 Step Four: Tune Your BUD
Once you know at what time your stacks are high enough, you can prepare your
BUD. You should use a trigger champion that buffs your BUD setter. But first,
let’s add some speed !
Party size and lag Before you start know that adding a champions adds
code behavior, image rendering and many things. Therefore it adds lag. If you
can remove a character or a pet at some point, it’s worth doing. Same for pets.
However, it’s only when you’re already set up, when you know what you are
doing, and when you have already a working farm.
Speed champions first ! Before actually working on the BUD, it’s time
to add speed champions ! You either consider them as mandatory for your
purpose (shandie for example), or if it is possible (such as Sentry). You will
have to manage with those constraints. Usually we consider that if a slot can
stay empty, that’s better than a character that adds too little benefit.
Deekin . (1) Deekin is a very good plug and play champion. Put him any-
where and enjoy ! He increases the speed of enemy pop. The specialization
is Boss Wants Speed (right →). He is improved by a feat that is looted
in gold chests. It is unaffected by his gear. Using Deekin and Widdle
is redundant and usually should be avoided. Usually we consider that
it is either Deekin OR Widdle .
Widdle . (2)Widdle is usually considered to be better than Deekin . She
should be next to as many champion as possible. I have read multiple time
that once Widdle ’s Tasty Friends has 1000%, it’s capped (I have not
verified myself). She increases the speed of enemy pop. The specialization
matters little, because she only exclude a few champion from each, and
not many of them are relevant for gem farm. Tasty Friends is buffed by
Widdle 4th item. She has a Golden Epic, which seems to not be very
useful from a speed standpoint as the cap is achieved quite easily. Using
Deekin and Widdle is redundant and usually should be avoided.
Usually we consider that it is either Deekin OR Widdle .
Nahara . (3) Nahara reduces quests requirement as long as she should kill
enemies even though they die from clicks. Her placement imports little,
but if you want to have as much benefit from her as possible, she should
be your BUD setter. The specialization is A Skilled Lyre (right →). Her
speed skill To Amuse or Avenge is not affected by gear/feats at this time.
Note: it can apparently become pretty laggy when you hit 100 enemies
while stacking. Note2: see common note on quest requirement after this
list.
Sentry (4) Sentry reduces quest requirements if she wasn’t hit by enemy
on the previous area. Her placement does not change anything. The
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specialization is Echo’s Will (middle). Echo: Resolution is buffed by
Sentry 4th item. It has a cap at 100% reduction, which you can compute
on Byteglow. She has a golden epic for this item, that does not make much
sense to buy as the cap is quite low already. Note: She is conflicting with
Baeloth, so if you can use another trigger than baeloth, that’s usually
better ! Note2: see common note on quest requirement after this list.
Shandie (6) Probably the best plug and play champion. After a minute
without any champion being attacked, Shandie increases the speed of
the game. Her speed ability is not affected by her placement. Her speed
ability Dash is only affected by specialization Ranger Training (left ←).
Hew Maan . (8) Hew Maan is the second best speed champion, right
afterBriv (even after the recent nerf). They increases the number of
quest item looted and enemy kill counts. Their speed ability depends on
their placement in the formation. Hew Maan . They should be in the
front column in 3 and 4 column formation, or in the front two column
in other formations. On top of that, Hew Maan has to be adjacent to
as many champions as possible. The specialization is Carefully Balanced
(right →). Their Teamwork ability is buffed by the 4th item as well as
very good feats. It is capped, check out Byteglow. Note: see common
note on quest requirement after this list.
Havilar . (10) This is currently broken. The developers have said they are
considering adding this back in the future 1 Out of Havilar ’s 4 imp,
Dembo double the quest drop and kill counts from imps enemies. There-
fore this does not work in every map, but it has its uses. Note: see common
note on quest requirement after this list.
Melf . (12) Considered to be worse than an empty spot by the scripting
community. I trust them, and do not explain him further.
An additional speed feature that is not from a champion is the Brisk Bene-
factor Witchlight local blessing. It reduces quest requirements (in Witchlight
adventure) by 20% while running the adventure with a patron. That is pretty
neat given that Vjara has constraints that works very well with usual speed
gem farming ! The only downside is that you have to use the constitution feat
for widdle. This introduces well the note on quests requirements.
Note on quest requirement: Quests requirements reductions might not all be
worth it at once. For example Vjara + Nahara brings less benefit than only
using one of them. //TODO more detailed note
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Enemy count There are a few champions that give damage boost depending
on available enemy. For example, Shandie ’s explosive arrow. This gives
a boost that may be enough. I found it to be the less consistent, and I
usually try to not affect my BUD setter with explosive arrow. Moreover
ranges enemies are scattered. Therefore the number of enemy may not be
consistent.
Enrage stack count After you get a 100 enemies in a non boss area, an en-
rage count starts. This is similar to bosses enrage count. Multiple tank
champions buff the damages of champions depending on the number of
enrage stacks. This is the case of Dragonbait , Tyril and Nayeli .
Each stack of enrage gives a little bit more buff.
Briv death At some point Briv should die due to the number of enrage
stacks. Baeloth ’s trigger is the only one that has worked so far with Briv
death (if someone wants to try out Desmond , give me feedback?).
When Briv dies and Baeloth ’s Djinn trigger, a big amount of damage
boost that should allow you to clear the area.
The trigger champion is often chosen by the reset level, and the damage Briv
’s is under ect. For example, it’s harder to use Briv death as a trigger at
lower levels. Similarly, using enemy count at high levels may not be appropriate
because you need more stacks than the hundred enemy cap can provide.
A particular extra mention for debuffs. In theory they could work. However,
since they interact with click damage, they are gonna be a pain to deal with.
I don’t know of anyone who did work with them. If someone figures out how
to make it work, let me know please :) I personally think that’s not worth the
pain.
Choosing a BUD setter BUD setter may be any character. I even used
Nerys at some point !
One property that I personally like in my BUD setters is to get amplify the
trigger. This is the case of Artemis , Arkhan (untested) or Black Viper
(untested). Personnally I used Artemis in every set up I do. This is because
he observe the trigger over multiple champions, and therefore benefits from an
amplified effect. However the jeweled power ability increase your next auto
attack upon killing an enemy. Therefore your first attack with Artemis on
the stacking zone should never kill an enemy.
Another special mention is Nahara . //todo to explain
Blessing and Patron. I usually do not deal with them, because I always for-
get to put them back when doing something else.
Modron core nodes. this gives pretty big boosts, even more so now that
overcharged is a thing;
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Feats. Feats are pretty minor compared with Modron core nodes, I usually
keep them for final tweaks. I also try to not touch them too much, to
allow different setups.
Support champions duh.
Nothing. More specifically, Sometimes dice roll a bit higher, sometimes lower.
That’s the curse of dice games. So it may run great once, or ten times,
but if you get bad luck sometimes, it may break your farm.
Lag. The less champions and clickers you have, the less lag you are subject to.
Less lag, more farm. More lag less farm, and inconsistencies.
Distractions. Using a 6th clicker to kill distractions may give unexpected in-
puts of golds, which would give too much click damages. This is true if
your spread is quite small. This is often not a problem for perfect jumps.
Extra quest rewards. Level 15th node in the speed core may give different
gold inputs by ending some levels early. This is often not a problem for
perfect jumps.
Using Ultimates Using ultimates, particularly with clickers. They may end
the run a bit early because the BUD is high enough for an ultimate to kill
targets, but low enough that you are not at the expected stacks number
yet. I used to be able to use ultimates without issues, but not anymore,
not sure of why.
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Stacking enough but not too much. Jumping after your stacking is called
overjumping. Overjumping prevents you from getting hast stacks, and slows
the next run considerably. The best part of perfect jump is that you cannot
overjump. Therefore you just jump all the way through your stacking area, for
the best farm ever ! With non-perfect jump however, the maximum jumps you
are able to make safely is to your stacking area. Since you do not know how
many zone you will jump, rather than calculating a lower bound for your hast
stacking, you have to go for an upper bound.
For example todo.
You will jump as much as possible, and walk the rest of the way to the
stacking area. Which brings me to the next difference.
Click to kill ! Not having a click wall extender is not a viable option here.
The minimum spread is of 17 areas A perfect 4 jumpBriv would need to clear
4 areas to get to his stacking area. Walking 17 areas, and clearing each of them
before getting to the stacking area will just not be efficient at all. I propose to
you a few adventure to setup on see table 3.
The click wall The click wall to aim for is at minimum 17 area before the
stacking area. I’d recommend going for 20 areas before the stacking zone ini-
tially, and then adjusting with gold find from modron core.
Table 3: Adventures for Modron Briv gem farming. The general adventures
are adventures that can be chosen for any kind of jump chances, perfect or not.
Particularly, we currently do not have a good adventure for 6 or 8 jumps Briv .
I also put Minsc specialization as this is the most common click wall extender.
Jumps Campaign Adventure Click Stacking Favored
Wall Zone Enemy
0 Sword Coast Supply Run z5 z19 Beast
Terror In the Dark z6 z18 Beast
Avernus todo
3 IWD The Everlasting Rime (ER) z61 z97 Beast
4 IWD The Everlasting Rime (ER) z21 z41 Beast
WhitchLight Tall Tales (TT) z11 z41 Fey
7 IWD The Everlasting Rime (ER) z57 z97 Beast
9 WhitchLight Tall Tales (TT) z11 z41 Fey
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For each kind of jumps, I will detail further some detailed examples of setups.
4.3.1 3 Jumps
tl;dr:The Everlasting Rime is Queen.
3 jump and The everlasting rime, that when it really starts ! Until now, all
you had were bad farms. Come and taste the mighty power of quick transitions!
Ok, so everlasting rime is not the best map, because you will loose shandie’s
dash a bit early. But the quick transition will make up for it, and much more.
The zone loop is of a 100 zones. We propose two possible stacking zone: Z41
and z97
Z41 is not so smooth. The area spread is quite small. But this will already
give quite an increase over sword coast farms already.
My beta tester reported that it was almost twice as efficient as their previous
farm !
Z97 (Untested, i’m interested in Feedbacks!) The spread is quite good.
However, right before the stacking area, there is a double barricade with the
wrong enemy type. Which are also ranged. This should work in theory, but it
may require to have a high attack speed. Feedbacks are welcome !
4.3.2 4 Jumps
tl;dr: Tall Tale > The Everlasting Rimes > anything else, basically.
Warning: I personally prefer to have a perfect 4 jump rather than rely on
the feat to stay at 4 jumps. This is because the survivability you gain from
overwhelm feats is just superior to the health you’ll gain slowly from item lvl.
I’m sure there’s a breakpoint when this becomes better. Maybe 5 or 6 jumps
ilvl are better health wise than a feat? But I do not have data to back this up.
Take it as my personal grain of salt.
Welcome to the most appreciated number of jumps until 9 jumps. As you
will never encounter bosses anymore, only using 3 clickers on the field is enough
! As you can see in 2 Tall Tales has a bit more QTs. 1 per loop to be precise.
If there is a problem, Tall Tales will stop farming completely. The Everlast-
ing Rimes is forgiving and will continue working after a problem, although it
may need you to restart the efficient farm by restackingBriv .
Tall Tale’s favored enemy is Fey whereas The Everlasting Rime is Beast.
Tall Tales Specificities Extra Gem Bag. Tall Tale is eligible to an extra
gem bag because the favor enemy is also in z46, you can jump in z47 rather than
z42 (Section 5.3). This gives you an extra gem bag over Everlasting Rime for
exactly the same run. Beware: if you have been encountering server disconnect
issues, that extra jump has been found to possibly cause some issues.
Hew Maan Front-Line. Hew Maan suffers from only 3 adjacency
in Tall Tales unlike Everlasting Rime where he’s got 4. This is worsen by the
fact that Hew Maan must be in the front-line to give speed. This means that
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Hew Maan takes attacks that could possibly stack Briv further. Luckily,
Briv auto-attack taunts enemies it hit, and it hit everyone in a cleave. This
is often a problem with high stacking zones.
The solution: attack speed. From my experience, Briv always has at least
90 out of the 100 enemies on screen on him with low attack speed. This gives
good enough results.
The ways I found to have more attack speed are based on using Widdle
with the following:
Observe/Usurp Observe from Artemis and usurp from Arkhan boost the
attack speed provided by other champions. Hew Maan is one champion
that provides attack speed boost that is observable/usurpable. Hew Maan
’s buff has to affect a DPS if you’re using Artemis and has to affect
any character adjacent to Arkhan while Arkhan does not get the buff
directly. Similarly neither Artemis nor Arkhan need to be adjacent to
Widdle , they just need to have Widdle ’s buff by any mean, including
observance/usurp.
Nrakk Nrakk implies to lose Hew Maan , so I do not really treat him here.
Alyndra Alyndra implies to lose Shandie , so I do not really treat her here.
Others? Please let me know !
Example formations Here are an example formation for both Tall Tales
(Figure 1) and Everlasting Rime (Figure 2).
4.3.3 7 Jumps
tl;dr:The Everlasting Rime is Queen.
It is the adventure with the most QTs for 7 jumps (50%) The main downside
is that it has only one viable stacking and reset points, that is 200 areas apart.
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Figure 1: Basic formation for a first Tall Tale farm. An extra slot is available
for more dps or health.
The jump loop is 200 areas. Therefore the two realistic points are stacking
on 897 (1866 stacks) and 1097 (4206 stacks). 897 reset: Easier, better potion
efficiency, better BPH. 1097 reset: Hard, better potion sustain.
With 7 jumps, you avoid the main problem of The Everlasting Rime which
is the z50 boss, which almost always breaks Shandie ’s dash. Finally, minor
annoyances are barricades (z193) and 3 hit based health (z33).
A first 1097 stacking tl;dr: It’s hard, I wouldn’t advise anyone to go for
that one early on.
Warning: Not sustainable potion wise. Gold find: 2e138
Favor: 5e133
Formation: Figure 3
Click Wall: 1057
Stacking Zone: z1097
Resetting: z1098
BUD required: e337
Briv health required: Around 5e10 (Still the required values)
Click Wall Extender: Minsc (beast)
Trigger Champion: Baeloth
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Figure 2: Basic formation for a first Everlasting Rime farm. An extra slot is
available for more dps or health.
4.3.4 9 Jumps
Back to the great Tall Tale adventure
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Figure 3: Basic formation for a first z1097 farming.
4. I try !
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briv can be stacked z1 (Table 4). Moreover, I only consider offline stacking,
because if it works online, it works offline ! And I don’t consider variants that
could work, but slowly for multiple reason. (Incomplete, I still have Avernus,
IWD and withchlight to go through).
Reduce your favors Reduce your favor by upgrading a legendary with the
correct favor.
Change campaign If your ideal campaign has too much favor to work, you
may change. See our list of suggestions in Table 3.
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6.3 Getting Perfect Jump Chances
How to get perfect jump chances ? The newly released feat capping the effect
at perfect 4 jumps is not the only way. In the old days, and for people that do
not target 4 jumps, we have to use up contracts one by one at the end. For
more than 10000 levels perfect jumps, it’s cannot really see the precise item
levels value in game. You may have to use an external tool to view it in plain
text such as Byteglow (ref). And still go one by one once you get close to the
expected value.
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6.8 Can I Start Jumping After z1
tl;dr: no.
At least, I couldn’t figure it out. I tried modifying the upgrade away from x100,
but this didn’t give me any realistic viable results. If someone finds something,
I’m interested !
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6.11.2 Warning about lvl1 potions
This is a bug.
A while back, scripters noticed that their potion usage was too high. Specifically,
that sometimes potions were used twice. This is currently an ongoing bug that
happens when using potions on z1 after a modron reset. This is not a scripter
only bug, this is a modron related bug. You should therefore use your potions
after your first jump. Many thanks to all of the players that tracked down this
bug !
Table 5: Approximate values of the target reset area to be able to sustain potions
when buying only silver or gold chests. Note that large potion sustain is not
possible yet, but is estimated at 3000.
Potion Kind Silver Chests Gold Chests
Small 700 800
Alternating Small and Medium 800 900
Medium 1200 1300
Large 3000 3000
Large (with Gem Hunter) More than 2000 More than 2000
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8 Asking for help
//Todo, template to ask for help.
9 Change Log
2022/07/22
• Add Speed Champions in BUD tunning.
• Add Dealing With Favors Too High.
• Add speed champions in recommendation (Thanks @Yukon !)
• Add comment that stability is always more important than squeezing a
bit more out of the farm (Thanks @Yukon !)
• Add How about Modron cores section.
• Add basic potion sustainability section.
• Add Extra Free Gems section.
• Few random fixes.
• Should I stack on multiple zones.
• Add High Favor Farming.
2022/07/23
• Random fixes.
• Add QTs definitions.
• Add Feats for survivability (thanks @Kuvuplan !).
• Add Selise for damage reduction (thanks @Kuvuplan !).
• Add healing ultimates (thanks @Kuvuplan !).
• Add Havilar’s speed (thanks @Lediath and @Kuvuplan !).
• Add Vjara quest reduction.
• Fill up table of adventures.
• Add extra free gems section.
• Add Icons for every champions.
• Add clickers on ultimates as inconsistency.
• Add tables explaining QTs.
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2022/07/24
• Start 7 jump exemple.
• add What Should My Upgrade Look Like ?
• add Can I Start Jumping After z1 ?
• Fix URLs
• Add Azaka farm guide link
• Fix missing ending for Party and lag paragraph
2022/07/26
• Start non-perfect jump specificities
• Start how to choose an adventure
2022/07/26
2022/08/03
• Random small fixes
• Add Hew Maan front-line issue
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• Add warning of getting free z50 jumps (Thanks @Yukon / @Animehimo
!)
• add example composition for 4j.
2022/08/04
10 Acknowledgments
Thanks to everyone who read it and will read it. Particularly want to thank the
following persons for the review(s) from: Primate.
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