


The most important endgame trinkets are, IMHO, Sun Rings, Berserk Charms, Ancestor's Map, Crescendo Box/Ancestor Candle, and Junia's Head. If your team is fast enough, accurate enough, scouts properly and has good stuns, you shouldn't be taking many hits. Don't worry too much about taking extra stress or losing DODGE. Dedicated stunners should have an appropriate charm. Healers should use Junia Head, Tome of Holy Healing (Vestal), or Chirgeon Charm. Bring one scout trinket if you can (Ancestor Map if you have it Seer Stone or Raider Charm if not). For trinkets, I would focus on would be ACC/SPD/DMG in that order for frontliners. something 20 food, 12 torches, 2 bandages, 2 herbs, 3 holy water, 3 keys, 3 shovels. For provisions, usual supplies for Ruins medium run should be fine. I would probably suggest avoiding killing his skeletons, since he will occasionally summon a Bone General, which can be very nasty, but won't if he fills up his lineup with weaker guys. If you can do Champion runs successfully, you should be able to do the bosses.įor Necromancer Lord, any decent ruins party should be able to make short work of him. They don't have stronger abilities or anything, just a bunch more HP and proportionately more damage. The Champion bosses generally aren't that hard.
