Tag Archives: Kairisei MA

[Kairisei MA-G] [Walkthrough] S1 Ice Dragon Hell


This season (let’s call this “S1”, meaning Season 1) is ending, and I’m glad that we’ll get updates soon. Some might call S1 boring, but hey, the game just launched, and we needa think about the poor players who are still new to the game and struggling to learn the ropes. Seeing the number of new players asking questions in the Facebook group, it is evident that S1 CANNOT be too fast-paced, and everything still needs to be as simple as possible. As for the JP/CN server pros that have already completed everything there is to be done this season, it’s time to take a break before S2 starts 🙂

For me, I started pretty late. I discovered this new English version near the end of Nov, but having rerolled 2 times, doing the type of delayed reroll, meaning you played seriously for a few days, THEN decide to restart (thus wasting progress), I really only started about 1 week ago. After the 2nd reroll, even Pie was ahead of me, but due to sheer determination and brains and brawns and experience , all is well now. The 2nd reroll was mainly due to the Wind limited gacha that arrived so late into the season. Being a Mill lover, there is no way a “free” (cos of advanced reroll) limited edition shield card should be missed and so I eventually started from scratch again. My starter gachas ended up non-Mill, but as long as I get Lunete I’m happy 😀 On a side note, another class that is worth rerolling for wind limited is Bard, but if you haven’t done so by now, pls give up that thought.

*Advanced Reroll: Refers to the ART of rerolling not just for the starter gacha, but for the 15 free gems the following day (or by completing simple maps and story mode to obtain 15 right away) to roll the discounted 1st 11 pulls of wind limited gacha. This is an advanced technique ONLY FOR THE INSANELY DETERMINED and definitely NOT FOR THE WEAK! This technique is only justified when dealing with “Limited” gacha pools, since the limited cards cannot be exchanged with Knight Tokens and are thus very very valuable and rare.

So let’s get straight to the point, Ice Dragon Hell. As of now, I have Pie and Jello playing with me, so we are constantly in a miserable 3q1 (三缺一) situation. Bunny is horridly stubborn and Minty is a horrible person anyways and then we have no more friends ._. So how is this a miserable situation? Since we chat on Discord while playing, we can coordinate our burst turns and preempt one another about cards we have in hand (and I can remind Pie about stuff like Claire lasts 3 turns and which turn Healer played it… Pie pls). However, once there is even a single player not in the chat, there will be this point of mystery. Will this Bard have Claire? Will he play it on c5 or c6? Will he have Mumu? WILL HE USE LEVEL 1 JIBIBIBIBI DELAYED HEAL? All these are uncertainties we have to endure, and it’s not a nice feeling.

So today is a special day. I finally got my day off and we can happily spend one hour together during the 11am window to spam that dragon. Though we’ve been trying here and there even with missing members and stuff throughout the past few days, we did not manage to land Kaguya. But we really needed to get one for Jello before S1 ends. So here goes our run 🙂

Note: The run featured below actually took place during the 5pm window, since the 11am window only gave Olwens and stuff ._.


The Beginning


Classic 3q1… Pie and I have our 90 fame leaders while Jello is still farming up his Bubble (Unseelie). For the past several clears Fame has only gotten us more lame big tokens. But we still believe.


So the lucky Bard of the day, or should I say, lucky us for meeting our wonderful pub Bard. Either way, off we go into the lair.


Ferocious looking dragon. Not too difficult though if you know what you’re doing, and if Merc has Achilles.


The beginning of the fight marks the debuff/shield-up phase, where we do our best to mitigate damage and prepare for the aoe on c5. I missed the screenshot for 3c, but looking at the physical damage buff that is still there on the claw, I must have used a Dietrich. For c4, it’s best to maximize cost by using a 4c shield, and the best choice will be Tarquin. Siegrun has subpar physical shield (980) and Jello is already using a maxed Robert, so with Robert and Dietrich debuff we wouldn’t need as much physical defense anymore. The others are just stacking green chain and bard uses Luzali for some additional deeps. We also know we will have a fantastic turn next since Lunete and Robert are already in hand 

Note that Pie did not draw Achilles so no easy mode for us at least until c6.


I would think this is the best combo for c5 in my deck. Lunete provides noticeable magic defense against the magic aoe on c5 and also provides card draw for mates who used 2 cards, and Robert prevents claw from doing much this turn. Another good combo will be Lunete + Bernard for maximum magic defense. Since Pie did not have Achilles on c4, the magic aoe this turn will be substantial, so Bard will need to top us up as much as possible.

With the huge aoe attack from the dragon on c5 marks the end of the beginning. From here on we move on to the DPS phase.


March to the Climax


Aoe was manageable and we survived (of course) and Mumu this turn would definitely fill us up. Pie finally drew Achilles so this turn will definitely not be a heavy DPS turn. Everyone switches to defense mode. It is vital that both Thief and Mill bring Bernard as this card is very powerful right now due to the lack of powerful magic damage mitigation cards for both Thief and Mill. Merc usually will not have the slot to bring one and Bard may or may not have the chance to use it too (the amount of healing needed is pretty high if back is not stopped). By pairing with a card draw +1 in Laudine, we make a good move on c6.


Note: Achilles is a fantastic Merc card for this stage, since it can completely stop movement of a dragon part for a turn. The dragon’s back gives the dragon a 4k magic buff on c4, c6 and c8 and it can quickly stack to absurd amounts, leading to a team-wipe aoe on c8. So by stopping the dragon movement on either c4 or c6, we can reduce the risk of wiping by ALOT, and also reduce the stress of healing from Bard after those turns. The card says low chance but it is in fact HIGH CHANCE


We marked DPS phase from c6 onwards as it is the point where Bards can start throwing out their Claires. If Achilles was activated on c4 instead, aoe on c5 would have dealt only a small amount of damage, and experienced Bards can Claire on c6 for 1 extra turn of DPS.

However, c7 Claire is fine too and we make do. Due to the nature of Mill’s DPS cards (Enide 3c, Cador 2c, Tor 3c, total 8c), we usually choose to DPS on c8. Also, the time bomb is set at c8, when we absolutely have to kill the back, so it’s fine for our burst turn to be c8. C7 becomes a mostly preparatory turn, where debuffs and buffs and shields are used to makeup for our next turn’s all out DPS.


For Mills, it is 0 error probability, since by c8 you WILL have all these 3 cards. For Pie, Merc does not have enough low C green DPS atm even with Cador, so DPS from him was pretty average with just a buff + 4c DPS. Jello had a bad draw too and all he could do was stack green chain ._. Bard was even worse, not even a green chain card. But it’s up to us (me) to save the day, and the damage we do will most likely help us kill off the back.

Note: The reason high cost DPS cards phase out quickly is due to this. During burst turns, majority of your DPS comes from buffs, and with every additional DPS card out on a burst turn, you absorb another full set of buffs, and that means your damage almost doubles per additional DPS card. By looking at my Cador and comparing to Pie’s Agravain, you can see the difference. Board damage of the card is only lower by 5k (before chain and element bonus), but the buff each DPS eats is 14k (self buff) + 10k (Claire), and can be even higher if he had used soccer on c7. The difference is then multiplied by chain bonus and counter-element bonus, leading to a huge difference in DPS if Pie had used 2 lower C DPS instead :O 


The Cleaning Up


So after the burst stage we successfully destroyed the back, and now it’s the last lap to victory. The whited-out card is Claire. For us, we try to control our use of cards to ensure we always can provide card draw +1 every turn from now. Do not throw cards till you are left with a non card draw piece in hand, since if you draw things like Sigrun or Bernard the following turn you will cry (your teammates will cry even louder). However, do try to use 2 cards per turn especially if you have a full hand. This is called washing cards 洗牌 since you do not want to waste card draw +1.


From here on you will see your mates starting to throw out cards in 3s, and you should feel stressed as a Mill. As usual, leave a card draw tool in hand every turn. Don’t follow what others do, we need to be smart as Mills  Do what you can stacking chain and we’ll leave the brawling to them.


So we destroyed the claw too and honestly we have won by now. Aoe next turn so we take precautions by using at least a magic shield, and physical debuffs and shields are totally useless now other than to chain stack and card draw.


Still not dead ._. But after this turn you will be 🙂


The End


May a Kaguya rise from the ugly dragon carcass and end our torment.


And Ooolala~ Here it is! We have graduated ❤


After looking at the chat, I realized we also got a Sigrun!? But all I care about were my friends’ health. It’s already 4am for Jello!


Yea, indeed. I got my 6th extra Sigrun.

So from here on till S2 comes (probably after the 15th), we’ve got nothing to do already. We more or less maxed out all the cards we need, and we’re too lazy to work on another class. Also, there aren’t good MR 100 Fame cards to farm for in S1 and no token pools and boss tokens and stuff… So, cya guys in S2!





[Kairisei MA-G] [Guide] How to KRSMA 4: XP Chiari Farming

This is part 4 of the Newbie Guide Project titled: How to KRSMA by Brushy 🙂

Other chapters can be found here:


After 10 minutes into the game as a newbie, one might suddenly ask a question. How do I level the new cards that I’ve just obtained? In KRSMA, cards need XP to level up, and card XP comes in the form of Chiari, which I more often than not just refer to as “food”. There are 4 types of food, Blue food (500 XP), Red food (5000 XP), Pink food (25000 XP) and Rainbow food (50000 XP). But then how do we obtain them?

Actually this is a guide cum rant. During the past food window, I joined 5 Hard rooms in the span of 30 minutes, and non of them cleared 😡 Too many newbies trying to create Hard rooms, expecting more advanced players to carry them through it, and advanced players bringing their prozor Dragon hunting decks into food stage and falling flat on their faces and so on. Really, it’s not that hard to do a proper job farming food. So how can a kind act such as a guide be a rant at the same time?

Well, in Brushy’s hands it can, and I shall unveil the horrors in pub XP farm Hard Mode ._. But first, let’s get to the basics of food farming. In this guide, we shall only talk about Hard Mode (HM), since the other difficulties are so easy you can blindfold yourselves while doing it. HM is the place where it only drops Red, Pink and even Rainbow food, and hence is many times more productive than Normal Mode. HM is also the place where noobs try to be pros and pros turn out to be noobs.


Basic Rules

I was pondering over whether to place this section before deck building or not, but seeing that most players wouldn’t have the right cards at this point of time, and that even subpar cards can clear this stage if done properly (but slower), let’s talk about how to clear first. This primarily concerns the sequence in which we kill the Chiaris.

1. The 凸 Formation


Usually, the stage starts with a 凸 (pronounced “tu” in Chinese) formation, where a Pink Chiari (aoe damage of 4600 on its first attack) is placed in between 2 Red Chiari. Common sense tells you to kill the aoe mob first, right? But very often we still see players aiming the left-most Red Chiari, then spamming sorry. I mean, comeon…

Sometimes the middle mob could be a Rainbow Chiari, which is harder to kill and does 5400 aoe damage. Same solution though. However, if you detect the incompetence of your teammates or even see the healer start using absolute nonsense like Robert and delay-heal-Jibibibibi, be prepared to whip out that magic defense or Bernard. Desperate circumstances call for desperate measures.

Solution: Kill the middle aoe mob first, then proceed to kill left and right.


2. The II Formation


This formation can appear in part 1 or part 2. Common sense, again, tells you to focus one down first, and by default we kill off left before we do right.

Solution: Focus left, then kill right.


3. The < Formation


In part 3, we meet the highest difficulty formation. We already know we need to kill off one first, but which do we choose? Do we choose to kill off the one which does more damage or do we kill off the one that is easier to kill? The key is, most of the time, as long as one of them is dead, you will have already cleared the stage. Hence, play safe and kill off the weaker one.

This is also the stage where accidents happen most frequently. Players spamming “no cards” and players using weak non-Dark DPS and even debuffs (ewww) litter the field and sometimes I just know we can’t kill even one of them in turn 1. So, Bernard/Lunete, I choose you.

Solution: Kill left, then finish off big boss right.


Deck Formation (Classic Edition)

Classic edition meaning the formula used by most pros when they have most of the cards they need for a breeze through food stages. Their deck consists of:

  1. A max Fame leader card. No need to be 4188 or stuff, but best if it’s a DPS card as well, instead of stuff like Unseelie/Dietrich etc. Best if 100 Fame.
  2. 2-3 cards that have the highest patk/matk. Your deck should either be patk or matk based according to your class. Some cards have all stats focused on 1 attack stat, amounting to huge base patk/matk when a few of these are put together, and thus causing damage done by their DPS cards to be much higher than normal. These cards need not be used in the stage at all. They are there simply for their stats.
  3. The rest should be low cost Dark element DPS cards, preferably aoe. By low cost we mean 2c or 3c, as we DO NOT ever want to pass turn 1. If everyone does their job on turn 1 and kill off all mobs, food stage is really a very quick and safe stage to farm.
Single card 698 Patk!!


Deck Formation (Newbie Edition)

Newbie edition meaning due to the fact that the server just launched and most players are still having difficulty finding the Dark DPS cards, alternatives have to be used. There isn’t actually a formula for this, but here are a few tips:

  1. Please put as many Dark DPS cards into the deck as possible, no matter patk or matk. As long as they do damage, 4-chain still helps alot. Please max them as well, we don’t want to see bronze frame stuff flying around.
  2. When out of Dark DPS cards, fill the rest with OTHER DPS CARDS. Please do not include armor debuffs, high cost self-buffs (Ither, Klackie etc) and physical damage reductions or shields in your food hunting deck. “But I can help chain the Dark with my useless cards!” Yea, but they so useless that the mob is still gna be alive after your help, and party’s still gna wipe 😀 The least you can do is bring maxed DPS cards of other elements like Sigrun, AWC and stuff. Try to limit the number of 4c and 5c cards though. They are the main culprits of handlock turn 1 alongside self-buffs.


Notable Cards to Bring (Newbie Edition)


Definitely the star of food stage right now. Maxed Himiko can one-shot Pink food with just 2-chain and also provides the much needed HP to survive a possible 2x aoe in part 3. 3c means she can be played on turn 1 🙂


Physical DPS MVP. Sad that she shows up big time only in food stages, but at least she’s good at one thing, right?


One of the must-haves for Mills and Mercs, and even Bards and Thiefs should bring one along as well for now. 3c first turn Dark DPS, easy to obtain and max, with decent HP and damage. No reason not to bring him.


Similar to Tristan, but a magic version.


Though she is 4c, she does as much damage as Himiko and is a powerhouse as well. The downside is she has 0HP, and has lame stats distribution D: Farmable this season so do get a copy!


The card which everyone seems to have. 4c is a bummer, but when maxed, does provide decent HP and damage.



When helping allies stack Dark chains, we use cards like these instead of other useless Dark cards… These 2c Dark DPS are easy to obtain and max but can provide pretty decent damage when the chain is stacked high.


Notable Cards to NOT Bring (Newbie Edition)


Whenever I see this, a part of me inside dies away. Needless to say, this card is TOTALLY USELESS in food stage and should never be included (if you need Hp, Sigrun. If you need more HP, you don’t need more than 13-14k really. To survive full aoe you only need 11k…). Wastes turn 1 and does not provide any meaningful chain-stack. When you see someone use this on turn 1, please, do not get angry, this is just a game. Hurl your insults at the screen and move on. Try not to screenshot his userid and post on FB group cos it will clog up my Newsfeed.


Ewww. That’s the way I feel whenever I see this card. It has such a horrible skill that using it to help chain is usually not helping much. Turn 1s are everything in food stage, and every card played should be useful. So, please refrain from bringing this.


We love to hear Jibibibibi in Ice Dragon stage, but in food stage, the Jbbbb is often accompanied by a gold bordered level 1 delay heal alien that looks like a clown. So if you won’t even level it for a normal deck, why would you even bring it for food stage? Wastes turn 1 and rarely heals the one who gets hit. Does not even help stack Dark-chain too.


This refers to all self-buffs higher than 2c. You will rarely get to use them, and Dark DPS when chained well do not need buffs anyway. Some players even use Ither by herself on turn 1 while spamming “no cards”. Zzz…


Please no. Similar to Robert but even more costly ._.


This refers to almost all 5c cards. You will rarely get to use them. As for 5c aoes, if by 5c there are still more than 2 mobs on board, you probably in trouble anyway 

In conclusion: If you bother to spend some time collecting the recommended cards, and bring along some HP banks as filler, you most probably would not need to include much more irrelevant cards, much less any of these…


Niche Cards that May Be of Help (Newbie Edition)


As a Mill, when I know we are not going to kill anything on turn 1, I would usually cast this to minimize damage, especially in part 3. It cuts the damage from Chiaris by more than half and saves the day sometimes.


Similar use as Lunete, and easier to obtain. You need to train 1 for Ice Dragon anyways.



  1. Your HP is miserable. As stated before, a full aoe combo from the nasty Chiari deals 4600 + 5400 damage. If you can’t even take that without greying out, please, stay away.
  2. Most of your cards are unmaxed, some in High Normal rarity. The worst feeling that more capable players feel while carrying newer players is when they see irrelevant bronze-framed cards being thrown out in turn 1. It’s more or less equivalent to passing on turn 1. And if your whole deck is full of unmaxed cards, it’s the same as passing all your turns.
  3. You intend to or will end up passing turn 1s due to a variety of reasons including high cost card galore, buff cards and useless cards etc.
  4. You do not even bother forming a deck specifically for food stage. Yes it is totally possible to clear with your pro Dragon deck, but really how much time does it take to assemble a more efficient deck for food stage? Once done, it will save so much time for everyone once and for all. Think further ahead people.


Simple Tips:

  1. Use a leader card with high Fame. If all members proc chests, yield per run can increase by 50% or more. Chests do spawn Rainbow food.
  2. Know how much damage your cards do. For example, Himiko and Gottfried can kill off Chiaris in one hit when chain is stacked high enough. Other weaker cards can also one-shot Red food. If you know your allies can already kill off the mobs left on board, don’t throw anymore cards and save them for the next part.
  3. Build a deck specifically for food farming. This cannot be emphasized enough. You will find yourself a much happier person when everyone on the team uses a good food farm team 😀


Together, let’s strive to make the food-farming environment in KRSMA-Global a pleasant (quick) and happy (safe) one!





[Kairisei MA-G] [Guide] How to KRSMA 3: Fame and Recommended Fame Cards

This is part 3 of the Newbie Guide Project titled: How to KRSMA by Brushy 🙂

Other chapters can be found here:


Finally, we have come to an interesting topic which confuses many new players. What is Fame and what does it do? Sounds like just another gimmicky system to scam players! All I can say is, it is a pretty awesome system that rewards a player’s hard work. Can a player totally skip this part of the game? Maybe yes, maybe no. It all depends on the nature of other players in the server, whether they despise decks with 1 Fame or not. You don’t want to see the team disband everytime you enter just cos you have not farmed up your fame. Should a decent/serious player skip this part of the game? Absolutely not!




Using this pic from the previous chapter, we can see the Fame (point 6) of this card is 1. So let’s explain what Fame is by using simple FAQ style…


1. What does Fame do?

When a card is set as a deck’s leader card, the card’s Fame automatically becomes the deck’s Fame. The deck will ONLY get Fame value from the leader card, so even if you have a high fame card hidden somewhere in your deck and not set as leader, it’s useless.

So everytime a deck is used to clear a stage, the system rolls a lucky draw for every deck (not disconnected) that participated in the stage. From a percentage chance of 1% to 100%, a deck can proc an extra bonus reward. This % is your deck Fame. If your deck Fame is 1, the chance of getting the reward is 1%, likewise if it’s 90, it’s 90% chance!

Note that all bonus rewards for all participating teammates’ decks are shared across all 4 players. So let’s say a normal XP food stage drops 8 cards loot, if all 4 of you proc your chests, it’ll be 12 cards loot in total for all of you instead 🙂

You will get all 3 of these freebies.


2. How does one raise a card’s Fame?

A card’s Fame can be raised by feeding cards of the same evolutionary tree to itself. Each card fed this way raises the Fame by 1. If a card of Fame 5 is fed to a Fame 6, the Fame 6 card turns into a Fame 11.

If a card being fed can raise the target card’s Fame, “Increase Fame” will appear on the card(s) selected.


3. Are there Fame caps for cards?

Yes. A SR (Super Rare) can only have up to 70 Fame, UR (Ultra Rare) 90 and MR (Million Rare) 100.


4. What kind of cards are best used as Fame cards?

First of all, we need to set a goal, and our goal is to eventually get a 100 Fame MR card. Why so? 100 Fame is the max and gives us an additional reward for every stage clear. Also, Fame card is also your leader card, and a leader card has its stats multiplied by 1.5x. Hence it is only logical to place a card with good stats as our leader. By having a MR card as Fame card, we do not sacrifice much stats, and we also enjoy max Fame!

Some cards are better Fame cards than others. For example, as a Mercenary, do you choose a DPS card as Fame card or do you choose a buff card? DPS cards in a merc deck tends to be replaced whenever you fight a different boss, so if you intend to use a DPS card as Fame card, you at least need a minimum of 5 max Fame cards ._. However, good buff cards can be put into any deck since their element does not affect the buff they provide. Hence, 1 Famed buff card will be able to satisfy all 5 of your different element teams!

In short, when choosing a card to Fame, assess its usefulness across a variety of circumstances and boss stages. Cards that fit into a majority of decks you form tend to be better Fame cards.


5. But what can we do now that as beginners, we have no way to farm Fame for MR cards?

As newbies, we resort to using UR Fame cards for now. 90% is pretty high, and some UR cards are very useful and stay in our decks for a long time before being replaced by future cards. Also, many of these UR cards can be farmed from normal maps, which are accessible 24/7 anytime of the year, further contributing to the ease of farming them. When a MR boss drop that fits the criteria to be a good Fame card surfaces in the future, we can then farm it and replace the UR Fame card we currently have with it.


6. What rewards pop out from those reward chests?

Rewards from these chests mainly include the rewards from the stage itself. So Ice Dragon reward chests can also pop Sigrun and MR evolve materials, as well as big tokens and stuff.


7. Are there any tips to Faming a card?

When you feed to a main card, beware! If your main card is max level, each feed costs a huge amount of gold. One can evade this problem by first feeding to another secondary main card(s), then in turn feeding to the main one.


Recommended Fame Cards (Beginner Edition)

After searching high and low and reading a number of articles and reviews of cards by various pros, here are the cards that have the highest rating for Fame 90 UR. Only 1 card per class will be featured. In the future, powerful MR cards that also fulfill the criteria for a good Fame card will appear, and another list will be made then. For now, happy farming these UR cards!

Supporter Ither (Mercenary)

As explained earlier, buff cards tend to be better Fame cards than DPS cards due to their usefulness in all kinds of decks. Being 2c, it does not cause handlock problems and even comes with an innate +1 self-draw. Very useful all around for a newbie and as compared to Klackie, this card can be farmed from normal maps, hence being the choice of Faming.

Farm Location: Cannibal Forests – Captured Soul

Unique Dietrich (Merchant)

One of the most OP normal map cards to ever exist. Many bosses in the future often only have 1 part on them that does physical damage, and this 2c card practically puts many hard to obtain physical shields to shame. Being a 2c card with team draw +1, this card can be used together with any card that does not provide team draw and continue supporting the hands of teammates. Even if used solely for its card-draw effect in some cases, flexible 2c cards like this has value even in more advanced decks.

Some players may favor the 4c shields Laudine and Tarquin as Fame cards, but honestly they die off from the scene much quicker than Dietrich. 4c by itself is horrible due to the possibility of handlock, and their shield potency is too low for their cost. However, if you insist on getting them as Fame cards, please Fame Tarquin > Laudine (magic shields are more rare, especially 2t ones).

Farm Location: Untrodden Peak – Territory of the Non-Humans

Unseelie Court (Thief)

The most powerful physical damage debuff for Thieves in a long while, and it can be farmed! Unseelie and Dietrich are definitely the primary sources of physical damage reduction in the early stages of the game, and they remain relevant for a long time.

Another very promising newbie card for Thief is Bernard, but him being an Egg pool/Affinity pool card makes him hard to Fame up. As for Thief’s 2c buff (hat girl), she is nowhere near as powerful as Unseelie, and gets replaced much quicker.

Farm Location: Twilight Labyrinth

Supporter Evaine (Bard)

For Bards, there seems to be the most arguments over the preferred Fame card. Out of the 3 in contention, this card seems to be the most flexible and useful due to its low cost and decent heal. However, players have complained that this card is much harder to farm than the other single target heal (Bedivere). Fianna, on the other hand gets replaced too quickly by low cost team heals in the future, and if you have started out with Mumu, you might even just leave her out in favor of Ortrud.

As a result, any of these 3 can be used as Fame cards, and it depends on you. I would prefer a 2c heal though 😛

*Some guides also suggest farming Ortrud. However, a better 90 Fame UR card (than all the above) will appear soon as a UR boss (2c team heal 2182 HP) and I would suggest maxing that when it comes. 2c team heals are VERY USEFUL and a staple in any Bard team, and so can stay for a long time.

Farm Location: Temple of Heretics – Altar of Live Offerings