Helpful tips:
- The current incarnation of Domain of Arbaces is a solo only event, once you are inside no one else can enter until you leave or die.
- The Domain of Arbaces contains many dizzy rooms. There's two choices when you come to these, you can either carry orbs of negatation, purchase some mutini herbs from the wizard in the Towne of New Rigel, or just flee without a direction if you get attacked in them. An added issue is the fact a decent amount of them are no-magic. For this reason, rooms that are nomagic with mobs which can para should almost always be avoided.
- You'll need at least one healing spell, cure blindness and cure poison are strongly recommended. Poison resistance is also very helpful (try using a seashell helmet if you are not a faerie race).
- You can eat roots to get down a level of The Proving Grounds, but the chance of dropping a level begins at .1%, and eating a root will drop your vitals by half. It is often easier to use tracking and the means mentioned below. Each root you eat, the chance of dropping a floor doubles. This is no longer an advisable method of traversing The Proving Grounds.
- Saving up a couple of keys before you go down will help a lot, and storing a few of them on the isle when you go down will allow you to get back down quickly. Because the moat and The Proving Grounds is heavily camped, get a couple of keys about 3-4 days before you plan on going to try Domain of Arbaces. Hide them in a safe chest or a secret spot. Use the alliance bot code "doakey" to check times the key is available.
- Make sure you have plenty of time if you want to attempt this! If you plan to attempt it all in one shot, allow 5-20+ hours for inside Domain of Arbaces alone.
- Restock on reagents, as many as you possibly can, especially if you're not a Psionic/DruidDomain Of Arbaces - Tips/Druid" class="wikipageedit">?. A quest item? reagent maker can prove extremely useful here.
- Bring a nodecay weapon, and your highest damage weapons. This isn't really required, but if you don't, make sure you have a lot of whatever weapon you are using. A spear and sword are what I recommend. Cavalier's should note that Domain of Arbaces is no-mount, even if you bring a mount into The Proving Grounds.
- All the main mobs and exits will be in rooms with only a north exit (south entrance), this means that they be hidden behind a dizzy room to though. It should also be noted that on some floors there are south rooms that are no mob and be used to safely idle in. The boss rooms are good examples, but other rooms also exist.
- Roots can no longer be eaten to drop levels inside the Domain of Arbaces, and will instead kill you. This means that often the most time-consuming aspect of Domain Of Arbaces is finding the downs. If you do find a down while performing the task, try to remember or mark where it is, as this will save you time. If you absolutely cannot find the down, you can die and come back down and you'll be transported to the next level.
- Doing Domain of Arbaces will be much easier if you have moons which won't hinder your regeneration any more than the area and mobs already do. Avoid new moons if possible.
- Purchase Mutini Herbs from the Wizard in market square in the Towne of New Rigel. Use them sparingly and only when really needed as they are often sold out.
- Calm herbs can no longer be eaten by anyone without the herbalism skill. Bring plenty of calm reagents and have quick calm aliases set up.
- Room shield and/or spook are extremely helpful for keeping mobs separated within the Domain of Arbaces, or allowing you to sleep and regen safely. It is significantly more difficult to fight mobs that are not solo (they will almost always form against you.) Avoid killing mobs that are not alone in a room.
- Always keep your HP as high as possible. If you find a spot where you can heal up, do it. Avoid sleeping without roomshield up, as aggro para mobs can move in and kill you.
- Use scan to determine where mobs are located, and always have some form of sense life cast and look into a room before you enter it. You can also throw a light into a room if it is dark to check it out.
- Should you find a down or boss, dropping 5 coins out side the room, and then 4 coins in adjacent rooms, then 3, 2 and finally 1 in all rooms branching out will allow you to locate the room a lot easier when it comes back to finding it.
- When ever you find a boss mob always set up the area around it with what ever spells you have. Example, magic lock near by doors several rooms out to prevent mobs interupting you, room shield rooms with no doors to keep mobs out, sanctify the room north of the mob, create a healing fountain, anything you can do to make the task a little easier.