Entering DOA - To enter the Domain of Arbaces prior to completing level 1, simply travel to level 23 of the Proving Grounds, locate the final down, and give the your ornate crystal key to the manifestation of Vandyne at the entrance to DOA. Once you have completed level 1 of Domain of Arbaces, you can simply say "enter" to return to the area without needing another key. Note: There is an hour-long timer between allowed entrances into Domain of Arbaces. If someone else entered the Domain within the last hour, you will not be allowed in. However, take caution when attempting to enter a second time, as after 3 failed tries you will be teleported to a random room in a CPK floor of the Proving Grounds.
Entrance Floor - Once you enter the first part of the domain, you'll be on a level with adventurer shades. There are also 7 tablets in this area that give you clues on the weaknesses of each mob. These aren't really that great and I never used them, but if you want to read them all go ahead. Once you're done on this level head to the far north part of the level and you'll meet a mob that greets you. If you've already done a level he will transfer you straight down, if not you can go down and begin your descent into the domain.
Level 1 - The mobs on this level are quite easy, but finding the Queen of Tides to return the items to can become rather annoying at times. However, you can peek the mobs to see if they have the items you need. First you need to find a fish with a fin, kill it and hide it somewhere you can easily get back to if you are not confident in your ability to stay alive, otherwise just keep it with yourself. Then find a leopard, you need a obsidian claw from him, repeat same process as fish. Finally find a snake/frostbiter with a fang and hide it as well if needed. Frostbiters will block you from fleeing, so be prepared to calm, as well as poison bite attacks. Once you find the Queen of Tides, remember the way to her and retrieve the items if you hid them. Return them to the Queen, giving them to her in any order. You will get a key, which is used to unlock the down to proceed.
Level 2 - This level is a bit more difficult, there are leeches that paralyze you through bites, so set your defense to dodge if you have it up high, else just hope you can flee fast, avoiding rooms with leeches in full stop is highly recommended as with any other paralyzing mob in the zone. Before you move into a room I recommend you use "look" to make sure it's not dizzy and filled with leeches as you will die. Your objective is to find the giant slug. As said in the hints, he will be through a south exit. You can try scan for him if you cast sense life. Once you find him make sure you remember where he is incase you die. Fighting the slug, he's apparently vulnerable to pierce, so use a spear if you have one handy. (Note: the tablets no longer give accurate hints, and the slug is no longer vulnerable to pierce and instead is immune to it - needs confirmation from someone who did this more recently.) Cast as many affecting spells on him and sanctify north of his room if you can. If there are doors near the entrance to the slug, I suggest keeping the magic locked if possible. Psionic plague is also a great thing to have here, if not, try poison him. Ice and slow also cause regeneration to greatly slow down. The slug casts web on you after he slings mud at you, so after the first time you see him do it, making a trigger to flee north when he does it is a great idea. The slug has also been improved to occasionally instaweb with an emote, which means that extra caution should be used here. If you do get webbed, calming and healing over and over could allow you last the duration of it. Or you could calm, dispel yourself if you're not a Psionic. Just attack/flee/heal over and over and he will eventually die. Once he does die, loot the slimy key and look for the down if you haven't already seen it. There are two downs, only the correct down will be unlocked by the slimy key.
Level 3 - Easiest level in the domain, by far. However, the trees now perform the dust kick special attack, which blinds and can be irritating, so be wary. First just run around and find the tree spirit. Once you find it, remember where it is, walk around the rooms near it and search. Pick up 3 truffles and return them to the tree spirit. It will give you the next key.
Level 4 - Back to the hard stuff, this level is filled with fire mobs. If you're a druid, invoke water and keep that on you the entire time. If not, probably best to set your defenses to auto to prevent breathes hitting you. Beware of the rock spiders as they may bite para. You need to find the fire wyrm, same deal as the slug. Once you find him, prepare the room north just like the slug and cast up on him. Once you're ready just attack him. If you're a mino, he will hurt you a lot so you'll need to flee more, otherwise, he's not really much trouble. Just take it slow and steady. He has a regen script as you damage him, but he will die eventually, flash bombing him seems to help with the regen script but it could be just a coincidence. Once you beat him, you'll get the next key from his corpse. Find the down and continue down to the next level. --Does Fire damage.--
Level 5 - Much like the first level, you need to kill 3 mobs and collect gems from them this time. This level is also filled with crystals that randomly blind you when you walk into the rooms. These can be disarmed with disarm trap, but it rarely works and mostly just blinds you. This level will obviously be more tedious for faeries. Be sure to have lots of cure blindness reagents or potions. Peek does not matter as they drop the gem when they die. Fireflies drop orange gems, warriors drop white gems and blue salamanders drop blue gems. Each time you get a gem, make sure you hide it incase you die if you're not 100% sure. Repeat the process of finding the queen, only for the crystal dragon this time. Give it the three gems and you'll receive a prismatic gem. Leave his room and look for the down.
Level 6 - Now you're on a level filled with sparks, storm clouds and mobs like that. This level isn't really much of a threat. Just find the mist and beat into it. It has now has a lot of hp, and does a lot of damage, it also breathes out a lot of frost and poison. On top of that it appears it has a script to rapidly regen it, much like the fire wyrm, so this could take quite a while. So if you're a dracon, equip shield block and flee lots. It also frags a lot of eq, so try stick to stuff insulated. Flee, heal, attack, rinse and repeat. Remember to cure the poison when ever it lands on you. It will die slowly, but surely. Take the shroud of mist from its corpse, leave the room and begin searching for the down. --Does Air damage.--
Level 7 - Probably the hardest level in the dungeon, at least for most people. This level is filled with wind owls which can scream paralyze you. Lots of traps that will put you to sleep and many dizzies. Jetstreams will breathe poison. Use look before you move to make sure you aren't heading into an owl, find the cyclone and do the normal around and to it. It will breathe lightning (which stuns you) and poison at you and it also disarms to make it extra annoying. Dwarves should beware the breaths, obviously. The cyclone has also been upgraded so it now casts high-explosive, web and enervation. So flee if you see it casting! If you have a phoenix feather, use it to prevent disarming. It is immune to plague and poison and it has a lot of hp, so it will take a lot of hitting. If you are a psi cancelling conjuration will go a long way. Once you finally beat it, you'll get a vacuum helm from it. Leave the room and find the down, and you'll be on the 3rd last level! --Does Air damage.--
Level 8 - This is the last level you'll need to collect an artifact from. You'll need to collect three tablets on this level, much like the other "collect" levels, however the tablets repop completely randomly on the three different types of mobs down here. They're also peekable, so don't kill empty mobs unless things become desperate, and you want to wait for repop. The vampires paralyze, so try stay away from them. The dust clouds have a lot of hp, but aren't too hard. I recommend going for the dirt devils, just web and blind them and they're easy. Hide the tablets in an easy to access place and once you have one of each (bronze, silver, gold), you need to look for the wrinkled old man (The Lord of the Ancients). Once you find him, grab your three tablets and go to him. You need to give them to him in the order of silver, bronze then gold. He'll give you the dusty jacket, and the final art. This will take you to the second last level of the domain.
Level 9 - Once you enter the level you'll be met by a mob that talks about an apprentice and a curse etc on the doll. Your goal is to get it to the other side. First off find the apprentice first, as with all the other mobs it will be behind a south exit, it's also the only room on the floor with a door aside from the entrance room which makes it easier to find. If you have mapped the whole floor but still can't find the south exit, try looking in the illogical directions (e.g. NW, NE, SW, SE). Once it's found, make sure you know the way back to the starting point. Assuming you didn't already make it start moving, go back to the room and say go. If it is already moving, you'll need to find where it's wandered to. To control the doll you need to get plates of food from the halfling chefs. Kill them 1 at a time and loot the food from their corpse. You must avoid zombies at all costs once you have food in your inventory, if they attack they'll remove it from you. Zombies do not eat food on the ground. Once you've found the doll again, place the food in a location to block his path, then one to make him change direction. You just need to keep repeating this process until it gets to the end. Fairly simple. From how it seems, food will make him turn left from his current path, and he'll normally turn right.
Level 10 - Just spam down until you hit a hallway, and go all north. Here is where you will decide which "type" of Archon you become. Northeast will make you |W colored Archon on who, northwest will make you a |D colored Archon on who. These will also decide the mark you get from becoming an Archon. Northwest is Mark of Shadow, northeast is Mark of Light. Completely upto you. Just go all the way to the end of whichever passage you pick and you'll get a vial. Enter the rift and you'll be back at the top of the domain. Now just make your way to a Questmaster type "class newclass Archon" and you are done.