Longa Desert Ruins
Like other Iria dungeons, Longa Desert Ruins' location changes every Erinn year (week real-life), and it must be discovered again. Finding the entrace via L-Rod Exploration will earn you the "the Discoverer of Longa Desert Ruins" title. See Dungeon Respawn if you are trying for this title.
It is home to insects, the undead, pythons, and other desert dwellers.
This dungeon is frequently spammed by some for ego food, because of the short bow at the end chest. Also done for the HP/MP/Stamina/Wound pots given by the end chest and frequently dropped by the monsters in the dungeon. Another reason that users frequently do this dungeon is because of the weight-loss food dropped by the monsters in there, such as berries and coconuts.
Longa Amethyst, Emerald and Topaz are excellent dungeons for fulfilling the strong/awful requirements for windmill at high ranks, since the monsters spawn in groups and have medium combat power.
Do not attempt the Gem Arrow versions unless you have Ranged Attack, since the boss can only be damaged by shooting it with the appropriate arrow. For the same reason, do not drop the entire stack of Gem Arrows to enter.
Contents |
Room Types
Iria dungeons have special monster rooms that act differently from normal dungeons. The room type will be evident after the player opens the chest or hits the switch.
Key/Door rooms
- These are just like those found in many dungeons of Uladh, with a chest room that spawns monsters, one of them dropping a key.
- In Longa Dungeon, the key room is immediately followed by its corresponding door room, which contains no enemies.
- This key/door sequence always only makes up the first two rooms of Longa.
- Other doors leading onward, locked because of their room's conditions, may have variously-colored keyholes on them, but these open when the room is completed and do not have matching keys.
Recovery Room
- Monsters will "rest" for 5 seconds every 10~15 seconds. When resting, they will usually drop any aggro, and will recover some of their HP, but not wounds.
- You cannot target or attack the monsters when they are resting.
- In a room with mixed monster types, only one monster type will rest at a time.
- If you are in the attack animation when a monster starts resting, your attack will still hit them. (melee only) Also, the monsters will still hit you if their attack animation has started.
- If a monster is knocked into deadly status before it starts resting, it will still be in deadly when it stops.
- Wounded monsters will immediately aggro unprovoked-style when they stop resting.
- Monsters wounded by splash damage do not aggro.
- Poison and Shock effects will persist through a rest phase, and reassert themselves when the rest ends.
Asynchronous Recovery Room
- A variant of the Recovery Room, in which there are 2 groups of monsters, each group being present 2/3 of the time.
- These rooms seem to have an exceptionally fast rest cycle, but it may be an illusion. Proof or disproof requested.
- In the basic version, these rooms always contain Young Blue Pythons and Young Emerald Beetles.
Slowly Mobbing Room
- The room spawns one group of monsters ready to attack, and two other groups resting. After some time, these groups will stop resting and join in the attack, creating a dangerously mobby situation for small parties.
Roulette Room
- A switch stands in the center of the room. When hit, 3 monster types will spawn, but they will be in resting mode.
- Hit the switch again, and one of the monster types (randomly selected) will be freed from rest, and the others will disappear.
- Sometimes there will be 4 columns in the corners, instead of 1 in the center.
- There is also a possibility of hitting one of the stone columns and all of the monsters disappearing, allowing you to move on without a fight.
- Sometimes one column simply doesn't react when struck. If this happens, just hit another.
Vanish Room
- The room starts with many monsters and monster types, but one by one, the groups will disappear until only one is left.
- The monsters who will remain in the room are predetermined; the monsters in the corners will stay.
- The opposite of a Slowly Mobbing Room.
- Slowly Mobbing, Vanish and Roulette Rooms are indistinguishable until activated.
Normal
General Info
Drop Item: Any
Number of Floors: 1
Visible Floors: 1
Monsters
- Regular Spawns
- Boss
Spawn Patterns
Rewards
Amethyst
General Info
Drop Item: Amethyst Arrow
Number of Floors: 3
Visible Floors: None
Monsters
Spawn Patterns
Rewards
- Stamina Potion 100 x1
- HP Potion 100 x1
- Composite Bow (prefix: Hyena Tamer's): Fox Hunter's
Emerald
General Info
Drop Item: Emerald Arrow
Number of Floors: 3
Visible Floors: None
Monsters
Spawn Patterns
Rewards
Topaz
General Info
Drop Item: Topaz Arrow
Number of Floors: 3
Visible Floors:
Monsters
Spawn Patterns
Rewards
- Shortbow (prefixes: Snake Hunter's, Fox Hunter's, Hyena Hunter's)
- HP/MP 10 Potion
- ~5,000 gold
Mysterious Arrow
General Info
Drop Item: Mysterious Arrow
Number of Floors: 3
Visible Floors: None
Monsters
- Red Mummy Servant (1st Floor Only)
- Black Mummy Servant (2nd Floor Only)
- White Mummy Servant (3rd Floor Only)
- Brown Lizard Witch (1st Floor Only)
- Green Lizard Witch (2nd Floor Only)
- Blue Lizard Witch (3rd Floor Only)
- Brown Ghost Servant (1st Floor Only)
- Black Ghost Servant (2nd Floor Only)
- White Ghost Servant (3rd Floor Only)
- Brown Ruins Gargoyle (1st Floor Only)
- Black Ruins Gargoyle (2nd Floor Only)
- White Ruins Gargoyle (3rd Floor Only)
- Sand Mimic
- Boss: Guardian of Ruins (Mysterious)
- Boss: Guardian Horse of Ruins (Mysterious)
- Summons: Magic Golem x4
Spawn Patterns
Rewards
- Blacksmith Hammer (Suffix: Camellia Tree) (Prefix: Intricate, Stiff)
- Shaoranen's Bow of Chivalry
Enchanting Arrow
General Info
Drop Item: Enchanting Arrow
Number of Floors: 2
Visible Floors: None
Monsters
- Masked Goblin
- Sand Mimic
- Stone Mask
- Gold Armor Hound
- Black Python
- Topaz Beetle
- Fighter Slate
- Archer Slate
- Boss: Guardian of Ruins (Enchanting) x3
- Boss: Guardian Horse of Ruins (Enchanting) x3
