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Doppelganger

The ten-minute defence for one party: tickets, the waves and bosses, the Ice Walkers, and the chests.

Doppelganger is a short defence for one party: hold a magic circle for ten minutes while monsters, bosses and copies of the classes march on it. Survive and a chest full of gear for your level appears. It is open at any time on the Normal server. Every number on this page comes from the server's own files.

Lugard

Lugard

Stands in Elbeland. Give him your ticket to start.

Open
Any time, one party at a time
Run
10 min
Party
Solo or up to 5
Ticket
Mirror of Dimensions
Normal server only

Runs on Normal only. Normal (NON-PVP) does not have it.

Getting in

Mirror of Dimensions

Collect five Signs of Dimensions; they join into a mirror by themselves. Monsters of level 32 and up drop a Sign with a 0.1% chance. The mirror is used up.

Sign of Dimensions×5joins on its own

Open Access Ticket

A ticket from the cash shop with one or ten uses; each entry uses one.

The party leader enters first; the others have 30 seconds to follow and must be in that party. If you start alone, nobody can join you. Players with PK level 4 or higher cannot enter.

The run

  1. 30 sParty joins
  2. 1 minGet ready
  3. 10 minHold the circle
  4. 1 minLoot
  1. Hold the magic circle

    Monsters walk toward the circle in a steady stream, more of them as the minutes pass and for every extra player. If three reach it, the run is lost.

  2. Bosses at minutes 1, 4 and 7

    A Slaughterer comes at minutes 1 and 4, a Furious Slaughterer at minute 7, each with a Doppelganger Dark Lord. A boss that reaches the circle comes back with the HP it had left. Each Slaughterer drops three chests.

    Furious Slaughterer
  3. The Ice Walkers

    Just before minute 6, one Ice Walker per player appears. Kill them all within 60 seconds, or every monster after that has double HP, attack and defense.

    Ice Walker
  4. Survive the ten minutes

    Last until the clock runs out with fewer than three through and at least one player inside, and the final chest appears. If you die you are out and wake up in Elbeland; the party can still finish.

Who you will meet

Monster strength follows the highest level plus master level in the party, and the number of players. The two Slaughterers are built from the monster level formula at the level the event gives them, then made tougher for every extra player, and doubled after a failed Ice Walker check like everything else.

The chests

Interim chests

Three appear when a Slaughterer dies and vanish after a minute. Only the first one opened counts. More often than not it releases Larvae instead of a reward; otherwise it gives a Box of Luck or a Box of Red Ribbon.

Final chest

Appears on a win. It drops 5 items for a party whose highest level is up to 210, 6 up to 390 and 7 above that. Each drop is a weapon or armor piece for your level (60%), a jewel (10%), or rarely a Loch's Feather or Condor part; otherwise some zen.

What the final chest gives by level

The highest level plus master level in the party picks the list. Items come at +0 to +7, often with skill; a few percent are excellent.

Party levelWeaponsArmor sets
1–90Blade, Thunder and Gorgon Staff, Tiger Bow, Great Scepter, Violent Wind StickSphinx, Brass, Spirit, Violent Wind, Light Plate
91–190Lighting Sword, Bill of Balrog, Legendary Staff, Staff of Resurrection, Staff of Destruction, Silver Bow, Lord Scepter, Red Wing StickDragon, Wind, Guardian, Red Wing, Adamantine, Ashcrow, Eclipse, Iris, Valiant, Glorious
191–290Dragon Spear, Sword of Destruction, Dark Breaker, Thunder Blade, Dragon Soul Staff, Staff of Kundun, Saint Crossbow, Celestial Bow, Great Reign Crossbow, Great Lord Scepter, Ancient StickDark Phoenix, Grand Soul, Divine, Ancient, Dark Steel, Storm Crow
291 and upKnight Blade, Dark Reign Blade, Rune Blade, Daybreak, Sword Dancer, Platina Staff, Arrow Viper Bow, Albatross Bow, Shining Scepter, Demonic StickGreat Dragon, Dark Soul, Red Spirit, Demonic, Thunder Hawk
Rare dropChance per drop
Jewel of Bless, Soul, Life or Creation10%
Loch's Feather0.1%
Flame of Condor0.01%
Feather of Condor0.001%

Good to know

Allowed

  • Entering solo.
  • Experience and drops from every monster you kill on the way.

Not allowed

  • Teleport skills during the minute before the start.
  • Experience for finishing: the reward is in the chests.
  • A second party while yours is inside: wait until the run is over.

Tips

  • Never let three monsters through: it ends the run on the spot.
  • Kill the Ice Walkers inside a minute, or the rest of the run gets twice as hard.
  • Open only one interim chest, and be ready for Larvae.
  • The highest level in the party decides both the difficulty and the chest's item list.