Prerequisites
- Catacombs 24
- Floor VII completion
Why Master Mode?
Master mode is the advanced version of normal dungeons, although the rooms and bossfights are consistent with normal catacombs's theme, mobs now have significantly higher health and do significantly higher damage. Slight tweaks in the bossfights has also been made to increase the difficulty level of each floor.
While Master mode is challenging, it is also very rewarding. Firstly, each master mode completion counts as 2 regular floor completions, making Boss collections easier to reach. Master mode also has a bigger loot pool, with new rewards such as Master Stars, Master Skulls, and in the case of Master Mode VII, the Dark Claymore. Players also earn increased catacombs experience for each Master Mode floor.
What Class Should I Choose?
| Class | Base Armor Required | Base Weapon Required | Recommended Pets | Additional Notes |
|---|---|---|---|---|
| Healer | Healer is a class that usually takes on a special role
during the run, whether it may be stunning Thorn in M4 or pre-device in M7. It shouldn't be one's go-to class unless they struggle with healing. Healer is also required for a cheese/bug called Mastiff Swapping (more on this later). Suggested floors for healer: M4, M6, M7 | |||
| Mage | Mage is split into Left-click and right-click Mage
(further abbreviated as LCM and RCM). Good Mages are recommended to have both an LCM and RCM set. RCMs are the best clearing class and high catacombs (Catacombs 45+) LCMs are the best burst damage class. However, Mage is hard to play and requires expensive gear and experience. Most players are not recommended to go Mage in Master Mode right away. Suggested floors for Mage: All high-Dungeoneering LCMs (Catacombs 45+) serves as the best | |||
| Berserk | Berserk is the simplest class to learn, making it a
good choice for casual players that don't want to dedicate time to studying Master Mode. This is not to say Berserkers are useless, in fact, they are a great damage dealing class and can be very versatile. Suggested floors for True Berserk (No bow): M1-M4 Suggested floors for Berserk (with bow): All | |||
| Archer | Archer is the most sought-after class, a high
damage-dealing class with relatively cheap gear requirements. However, archers are usually tasked with the hardest or most precise tasks, making it perfect for anybody looking for a challenge or wanting to deal lots of damage. Suggested floors for Archer: All | |||
| Tank | Tank can be cheap or expensive to play, depending on
how much one is willing to dedicate to it. Most higher Master Mode tanks have 2 armor sets, one for clearing and one for tanking. However, even being a true tank (tank with no clear set) can easily get one into a party. This is the recommended class for people just getting into master mode, as the early master mode boss-fights are quite simple for tanks. Suggested floors for Tank: M1-M3 only for first completion or low cata parties, M4-M7 always. |
Utility Items
| Item Name | Required? | Class Dependent? |
|---|---|---|
| Aspect of the Void | Yes | No |
| Ice Spray Wand | Higher MM Floors | No |
| Wither Cloak Sword | Yes | No |
| Gyrokinetic Wand | M4, M5, M6 | All except Healer |
| Infinityboom TNT | No | No |
| Infinileap | No | No |
| Dungeonbreaker | Yes | No |
| Florid Zombie Sword and | No | No |
| Gloomlock Grimoire | Higher MM Floors | Tank |
| Fire Freeze Staff | M3 | No |
| Tribal Spear or | M4 | Healer |
| Bonzo's Mask | M7 | Healer if Pre-dev |
| Bonzo's Staff and | M7 | No |
| Efficiency X Pickaxe
Efficiency X Axe |
M7 | Healer if pre-dev
or pre-enter |
Further Notes
- You need at least 800 Magical Power in order to obtain enough crit chance with a Terminator. From M4 onwards, Magical Power of >1000 is strongly recommended for ALL classes. If you are using a Terminator, use the fortuitous power.
- Only play Master Mode if you can afford it. Master Mode does not make as much money as Mining or Farming up until M7, and even then it is inconsistent.
- A good rule of thumb of how much Master stars you need on your armor is to look at what Master star the floor you are playing drops, then just apply up to that Master star. For example, M6 drops the Fourth Master Star, so during M6 you should have 4 Master stars on your armor pieces.
- Everyone should be using dungeon equipment, as it scales with catacombs levels. For Necklace, Bone Necklace is needed for Tank and recommended for other classes if you struggle with survivability, otherwise, the Molten Necklace or the Rift Necklace are good options for damage. For gloves, use a Gauntlet of Contagion for clearing, and Soulweaver Gloves during the bossfights. Always use the Shadow Assassin Cloak and if mage, use an Implosion Belt.
Master Mode I - Bonzo
Party Composition
- Set required catacombs level at 24 for first completion and 30 for consistent runs
- HMBAT for first completion
- BBBBA or AAAAA or MMMMA for consistent runs
Additional Notes
- Bonzo spawns more undead "minions" to distract the player.
- Bonzo's spinning balloon attack deals huge amounts of damage, be sure to take cover behind a pillar.
- M1 holds no additional profit than F1, so it is usually skipped.
Minimum Required Gear
- Refer to Table in Prerequesites
Master Mode II - Scarf
Party Composition
- Set required catacombs level at 28 for first completion and 30 for consistent runs.
- HMBAT for first completion
- BBBBA or AAAAA for consistent runs
Additional Notes
- There are now two of each mini-summon from Scarf.
- There was a bug where the Warrior did true damage instead of regular damage, making the M2 extremely difficult to complete. This has been fixed.
- M2 gives no additional profit compared to F2, besides the guaranteed
Scarf Shard in Emerald chest and up, so it is usually skipped.
Minimum Required Gear
- Refer to Table in Prerequesites
Master Mode III - Professor
Party Composition
- Set required cata at 30 for first completion and 35 for consistent runs.
- MBBAT or BBBAT for first completion
- AAAAA or MAAAA for consistent runs
Additional Notes
- Guardians now respawn faster
- The Fire Freeze Staff or Gyrokinetic Wand can be used to keep the Professor in place during the second phase of the bossfight.
- The loot pool for M3 includes the First Master Star and the Tier 3 Master Skull. Master Stars are always profitable, and Master skulls are sometimes profitable.
- If players struggles with killing the Guardians before they can respawn, a good strategy is to get each Guardian to a low health, and killing them at the same time.
Minimum Required Gear
| Class | Armor | Weapon | Pet | Additional Notes |
|---|---|---|---|---|
| Healer | Healer is not recommended in M3, only play this class for Healer experience. | |||
| Mage | From M3 and beyond, Mage starts to become very expensive, only play Mage if you have at least 5B to spend on it. | |||
| Berserk | M3 is the last floor where a Juju shortbow can still be used by Berserk, upgrade to Terminator as soon as possible. Even true Berserk should have a bow. | |||
| Archer | Archer is required to have a Terminator, Diamond Professor head is optional. | |||
| Tank | True Tank remains the cheapest and simplest class to play in M1-M4. |
Master Mode IV - Thorn
Party Composition
- Set required cata at 35 for first completion and 42 for consistent runs.
- HMBAT for first completion
- HMBAT or MBBAT for consistent runs
Additional Notes
- M4 is extremely difficult for Low cata parties, most people skip M4 and go directly to M5.
- It is recommended to either buy a carry or Mastiff Cheese M4 for completion.
- M4 is very good for money if the party can do consistent runs, so many high-cata players return to M4 after cata 50.
- Spiritual MUST be removed from ALL bows. Precise or Hasty are good substitutes.
- Each Class has an unique role: Healer stuns Thorn with a tribal spear or bonemarang; Berserk place decoys near healer and kills the Spirit Bats that comes close; Tank stands in the middle and help clear Spirit Chickens; Archer clears mobs and help Gyro or Ice Spray Spirit Bear (Ask the mage first) and shoots the Spirit Bow; Mage gyro and kill the bears.
- The Loot pool includes 1 new drop from F4, the Second Master Star.
Minimum Required Gear
| Class | Armor | Weapon | Pet | Additional Notes |
|---|---|---|---|---|
| Healer | Make sure to have decoys and either a Bonemerang or Tribal Spear in inventory. | |||
| Mage | Only play Mage in M4 if you have cata 45+, because Mage Beam only scales heavily beyond cata 45. | |||
| Berserk | Berserk remains relatively simple to play in M4. | |||
| Archer | 6 Starred armor is recommended as bare minimum, as survivability in the bossfight is hard to maintain even with a Tank. Overflux Power Orb or Plasmaflux Power Orb is also recommended as additonal healing, as well as a wither blade. | |||
| Tank | True Tank remains the cheapest and simplest class to play in M1-M4. Gloomlock Grimoire and Bonzo's Mask are required for low-cata tanks to surive. |
Master Mode V - Livid
Party Composition
- Set required cata at 38 for first completion and 40 for consistent runs.
- HBBAT for first completion
- BBBAT or MBBAT for consistent runs
Additional Notes
- M5 is the next step from M3, this floor has a good balance of Catacombs Experience to Profit.
- There are two types of parties for M5, LCM or KB. An LCM party will have tank and mage standing in the middle during the boss, and the rest of the party standing on the inner balconies, this type of party composition requires high cata LCM and a good tank, and the boss will die very quickly. The other team compositon is for parties without a high cata LCM, KB means knockback, and it is the archer's job to use an item with Knockback enchantment on it to hit Livid into the portal. The Berserks will be waiting at the portal and gyros Livid to keep him in place. Then everyone DPS down Livid in the portal. This is usually slower than LCM parties.
- M5 is very dependable for quick profits, similar to regular F5. Additional RNG drops include the T4 Master Skull and the Third Master Star.
- The Thorns enchantment and Reflection enchantment MUST be removed from all armor pieces. This is because these interferes with knockback.
- When knocking back Livid, take care to not do too much damage or Livid will teleport away.
Minimum Required Gear
Master Mode VI - Sadan
Party Composition
- Recommended Cata: 40 for first completion, 44+ for consistent runs.
- Survivability Tip: Avoid duplicate classes
- Role Notes:
- Mage: Ideally LCM for DPS and gyro utility. If unavailable, a “fake” mage works—main role is Gyro Kinetic usage.
- Berserker & Archer: DPS priority and assist with gyro as needed.
Mechanics Overview
- Corridor Strategy: Stay within the main corridor; avoid spreading out to reduce AoE damage.
- Gyrokinetic Wand roles:
- Mage: 3 total gyros (benefits from Efficient Spell perk, reducing cooldown by 25%)
- Bers: 1 gyro at mid-phase
- Archer: 1 gyro (usually final phase)
Phase
- Terracotta Soldier Phase:
- When the soldiers attacks, Mage uses gyro 1.
- Bers does gyro 2 at mid-phase.
- Bers and Arch focus on killing golems and maintaining DPS.
- Mage uses gyro 3, Arch uses gyro 4 if needed.
- Typically, 4 phases suffice; Mage may execute a 5th gyro if party is slower.
- Ice Spray is useful
- Giant Phase:
- Healer wishes and Tank activates castle of stone.
- Focus on Ice Spray + DPS.
- Avoid excessive movement to prevent boss knockbacks.
- Final Sadan Phase:
- Sadan pulls out the last giant from center.
- Mage stands near Sadan and gyro's the floor to prevent knockback that could wipe the party.
- Just DPS
Minimum Required Gear
- Everyone on minimum should have 1200mp
- General rule of thumb for mp for floors is MP = 100 * Floor Level - 50
- 9 Star necron with Diamond or Golden Sadan head with Legendary LVL 100 Baby Yeti is enough to necron tank. Healer can apply tether if not enough EHP for tank.
- Skeleton pet is viable although not recommended.
Final Notes
Google POV on youtube for the class you want to play...
Master Mode VII - Necron
WIP
| Tutorials | ||
|---|---|---|
| General Guides | ||
| Skill Guides | ||
| Progression | ||
| Combat Guides | ||
| Dungeon Guides | ||
| Economy Guides | ||
| Farming | ||