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Guild Event Guide: Boss & Minion Farming Runs


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Guild Event Guide: Boss & Minion Farming Runs

WIZARD101 · GUILD MUSEUM CONTENT

 
 
Overview
 

Boss and minion farming is one of the PRIMARY methods of collecting Prima Materia for Guild Museum exhibits. Unlike cantrip chests, this involves strategic combat where coordination and proper buff stacking are crucial for efficiency.

What You Get

  • Prima Materia — 1–3 per enemy (elixir-dependent)
  • Gear drops from bosses
  • Gold and reagents
  • Exhibit completion progress

Key Facts

  • 4-player teams (multiple groups can run!)
  • Buff stacking (Feints) is essential for bosses
  • AoE strategy for minions — no Feints needed
  • Joining ORDER matters for the hitter
 
Group Composition
 
1 PLAYER

The Hitter

JOINS LAST — takes position 4

  • Primary damage dealer
  • Storm, Fire, or Myth preferred (high damage)
  • Must have strong single-target AND AoE spells
  • Should have best gear/damage stats
3 PLAYERS

Support Players

JOIN FIRST — take positions 1, 2, 3

  • Apply Feints for boss fights
  • Provide blades and traps
  • Handle minions with global hits
  • Any school works — variety helps

CRITICAL: The hitter MUST join the battle LAST to get into the 4th position!

 
Running Multiple Groups
 

Your guild can run multiple 4-person teams simultaneously across different zones!

8

players → 2 groups

12

players → 3 groups

  • Each group farms different bosses or rotates through zones
  • Share a voice channel with sub-channels for each team
  • Maximizes Prima Materia collection across the entire guild!

Recommended: All players Level 50+ for access to key spells. Ideal: Level 100+ for best gear and spell options.

 
Pre-Run Preparation
 
 
Activate Prima Magnetism Elixir (Required)
 
1. Guild member crafts Quintescent Core
2. Prime the Prima Magnes with the Core
3. 2–12 guild members cast Magic Touch on Prima Magnes
4. All participants receive Prima Magnetism Elixir
5. You're level-scaled to the world and can collect Prima Materia ✓
 
Hitter Preparation
 

Essential Spells

  • vs Bosses: Strongest enchanted single-target or strong AoE (Meteor Strike, Forest Lord, Storm Lord, etc.)
  • vs Minions: Strong AoE spell
  • Blades: School blades, pet blades, item blades
  • Bubbles/Auras: Damage-boosting globals or auras

Gear & Deck

  • Maximum damage %
  • Pierce (to counter shields)
  • Critical (bonus)
  • Power pip chance

Example Mixed-Run Deck

  • 1–2 AoE hits (enchanted)
  • 1–2 Single target hits (enchanted)
  • 3–4 School blades
  • 1–2 Traps (same school)
  • 1 Bubble/Aura
  • KEEP DECK SMALL — under 15 cards
 
Support Player Preparation
 

Feint Loadout — CRITICAL for boss fights. You need MULTIPLE versions of Feint for stacking. Each version stacks because they're technically different spells — boss fights benefit from 3–4+ stacked Feints (+70% each)!

The 4 Feint Types

Normal Feint

Trained spell

Feint TC

Treasure card version

Item Card Feint

From gear (pets, amulets)

Potent Feint

Enhanced (world dependent)

Support Deck — Boss Fights

  • Normal Feint
  • 2–3 Feint TC
  • 1 Potent Feint (if available)
  • Blades for the hitter's school
  • 1–2 Traps for hitter's school
  • Small healing backup (optional)

Support Deck — Minion Fights

  • Global hit spell (Meteor Strike, Humongofrog, etc.)
  • School blades
  • Any AoE spell

Feints NOT required for minions!

 
Joining Order — VERY IMPORTANT
 

Step 1 · Support players (3 people) enter battle circle FIRST

  • They take positions 1, 2, and 3
  • Wait for all 3 to be in before hitter joins

Step 2 · Hitter joins AFTER players 1–3 have entered

  • 4th position is targeted less by enemies
  • Hitter survives longer to unleash buffed attack
  • Support players absorb hits while setting up
 
Combat Strategy
 
 
Boss Fights — Feint Stacking Method
 

Turn-by-Turn Breakdown

Turn 1 (recommended to hit if team is ready)

  • Support 1: Cast Normal Feint on boss
  • Support 2: Cast Feint TC on boss
  • Support 3: Cast Item Card Feint on boss (or blade hitter if no item feint; or Potent Feint if normal is already placed)
  • Hitter: Hit (AoE recommended) or Blade/Use Aura if applicable

Turns 2 & 3

  • Supports: Continue blading, add more traps, or pass
  • Hitter: Hit (AoE recommended) or Blade/Use Aura

Turn 4 (should be done by this turn)

  • Hitter: Final AoE hit or finish
 
Minion Fights — Speed Method
 

Feints NOT required for minions! Go straight to hitting.

Turn-by-Turn Breakdown

Turn 1

  • All players: Cast global hit spells (Meteor, etc.) OR blade hitter
  • Hitter: Cast buffed AoE attack

Turn 2 (if needed)

  • All supports: Cast global hit spells OR blade hitter if applicable
  • Hitter: Cast buffed AoE to finish

Alternative — Multiple Hitters

  • If multiple players have good AoE, everyone can hit simultaneously
  • Quicker than boosting one hitter — more energy efficient
  • Great for speed farming
 
Advanced Tips & Tricks
 

School-Specific Strategies

Same School as Boss

  • Bring Prisms to convert to opposite school
  • Check boss resistances beforehand
  • Pierce becomes crucial

Universal Traps

  • Hex works on any school
  • Mass Feint (from gear) affects all enemies

Dealing With Shields

Boss Casts Shields

  • Pierce stat bypasses a percentage
  • Shatter TC removes all shields/wards

Tower Shields (-50%)

  • Very common — bring Shatter or high pierce %
  • Or overpower with enough buffs stacked

Time-Saving Tricks

Speed Farming Setup

  • Pre-agree on turn plans in voice chat
  • Use small decks (1–8 cards max)
  • Skip unnecessary animations in settings

Route Optimization

  • Assign different zones to each team
  • Know which bosses have minions vs solo spawns
 
Farming Efficiency
 

Boss Farming (with Feints)

  • Turn 1–2 kill with proper setup
  • 5–7 minutes per boss including travel
  • 3–9 Prima Materia per boss (varies by minion count)
  • Bonus: gear drops

Minion Farming (AoE)

  • Turn 2–3 kill
  • 3–4 minutes per encounter
  • 3–12 Prima Materia depending on minion count & elixir
  • Quick, repetitive farming

Best Strategy

  • Mix both boss and minion farming
  • Minions = quick Prima Materia
  • Bosses = Prima Materia + gear drops
  • Rotate based on team preference
 
Common Mistakes to Avoid
 
❌ Hitter joins first — gets targeted too much, may die before hitting
❌ Using Feints on minions — waste of time and cards
❌ Not coordinating blades — overlap = wasted turns
❌ Over stacking — diminishing returns after 8–10 buffs, just hit
❌ Big decks — takes forever to draw the right cards
❌ No communication — leads to turn confusion and inefficiency
❌ Wrong deck for enemy type — boss deck for minions or vice versa
❌ Not checking boss cheats — can wipe your team unexpectedly
❌ Splitting damage on minions — focus fire or use AoE only
 
Success Metrics
 

You're Farming Efficiently When:

✅ Killing bosses in 2–3 turns consistently
✅ Killing minions in 1–2 turns
✅ Everyone knows their role without asking
✅ Minimal downtime between fights
✅ Making steady exhibit progress
✅ Collecting 50+ Prima Materia per hour
✅ Team has fun and stays engaged!

Stack those Feints, hit hard, and keep the Prima Materia flowing — your Museum is counting on it!


Alex Thunderhunter

Alex — Founder & Systems Architect

Building the community, one server at a time.

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