Dungeon Archipelago of Valonia

Bitter-Hammers' Stronghold

A level 190 dungeon in the Ereboria Tunnels, at [32,-64]: five rooms of Bitter-Hammers that grow stronger with each hit landed, and a boss who swaps places with you, Berylbell Copperbeard. Quest to start, strategy, monsters, achievements and loot.

Bitter-Hammers' Stronghold: the dungeon entrance, at [32,-64]
The dungeon entrance in the Ereboria Tunnels, Archipelago of Valonia

Quests linked to Bitter-Hammers' Stronghold

The dungeon quest, The Cursed Island, has you sneak into the Bastion and is completed by defeating Berylbell Copperbeard. Accept it before entering: a fight won without the quest in progress does not count.

Accept before entering

The Cursed Island

Level 190 quest

It is completed on Berylbell Copperbeard. Investigate the latest ore delivery, repel the Bitter-Hammers' assault, quietly go down into the city, then slip into the Bastion and defeat Berylbell in a single fight.

Start
Marina Tysal, New Albuera
Prerequisites
An Unexpected Event

Boarok Beard Elastic Band iconBoarok Beard Elastic Band5 elastic bands and 137,711,000 XP

During events

  • Tiwotokar Simulation level 20, repeatable
    Tiwotokar can designate Berylbell Copperbeard as the guardian to defeat. Astrub, .

The story continues without combat: Berylbell entrusts you with Search for a Bitter-Hammer in an Ereboria tunnel, you come back to warn her in Last but Plot Least, then The Faltering Flame sends you back to talk to her before facing Cire Momore.

The 5 rooms of Bitter-Hammers' Stronghold

Five fights. Everywhere, each hit a Bitter-Hammer lands on you strengthens it: Stubbygerness, detailed below, applies from the first room. For each room: the setting, then the tactical view with the starting cells (blue: you, red: the monsters). Tap an image to enlarge it.

Room 1

Bitter-Hammers' Stronghold: map of room 1
Room 1 — map
Bitter-Hammers' Stronghold: tactical view of room 1, starting cells in blue and red
Room 1 — tactical view

Room 2

Bitter-Hammers' Stronghold: map of room 2
Room 2 — map
Bitter-Hammers' Stronghold: tactical view of room 2, starting cells in blue and red
Room 2 — tactical view

Room 3

Bitter-Hammers' Stronghold: map of room 3
Room 3 — map
Bitter-Hammers' Stronghold: tactical view of room 3, starting cells in blue and red
Room 3 — tactical view

Room 4

Bitter-Hammers' Stronghold: map of room 4
Room 4 — map
Bitter-Hammers' Stronghold: tactical view of room 4, starting cells in blue and red
Room 4 — tactical view

Room 5 — Berylbell Copperbeard

Bitter-Hammers' Stronghold: map of room 5
Room 5 — map
Bitter-Hammers' Stronghold: tactical view of room 5, starting cells in blue and red
Room 5 — tactical view

Defeat Berylbell Copperbeard

The bell rings at the start of her turn

The first character wounded during the turn, even by an ally, gets the Copperbeard state: at the start of her turn, Berylbell swaps places with them and removes 100 MP from them. Hit her in melee before her turn to remove the state, or apply Gravity to one of the two.

  • Health Points18,000 HP
  • AP20 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 10%
  • FireFire 2%
  • WaterWater 4%
  • AirAir -7%
  • NeutralNeutral -9%

She steals MP up to 8 Range with Irrefutyobility, pulls herself onto you with Invasyob and teleports with Infernyob: very mobile, but not very dangerous as long as she stays far away. At Stubbygerness III, Indecentyob kills a character in melee, once; at V, every turn. Weak Point: Neutral and Air, slightly negative.

  • Infernyob icon
    Infernyob4 AP · 6 Range · Teleports to the targeted cell · Earth32 to 38 Earth damage

    Teleportation up to 6 Range and hits around the landing cell, from turn 2, cooldown 2 turns. Gravity prevents it.

  • Irrefutyobility icon
    Irrefutyobility3 AP · 8 Range · Water31 to 35 Water steal · MPSteals 1 MP

    Life steal and steal of 1 MP, up to 8 Range; she takes at most 2 MP from you per character. Staying out of this range stops her from climbing in Stubbygerness.

  • Invasyob icon
    Invasyob5 AP · 5 Range · Advance 4 cells · 15% Erosion

    Berylbell pulls herself onto her target, in a line up to 5 Range, and erodes them for 2 turns. Get out of her lines.

  • Indecentyob icon
    Indecentyob6 AP · melee · Kills the target · Indecentyob: cooldown fixed at 1 turn

    Kills the target in melee. Unlocked at Stubbygerness III (once), then every turn at V: never end next to Berylbell.

  • Indecentyob icon
    Indecentyob6 AP · melee · Kills the target

    Kills the target in melee. Unlocked at Stubbygerness III (once), then every turn at V: never end next to Berylbell.

The five-step strategy against Berylbell Copperbeard

Turn 1: get ready. Stay out of range of Berylbell and the monsters, boost the whole team and, if your damage is tight, start hitting her at range. The goal: kill her on turn 2, before she reaches Stubbygerness III and its spell that kills in melee.

Neutralize Copperbeard. As soon as a character has the state, hit Berylbell in melee, with any character or a summon. Failing that, apply Gravity or Rooted to them, or carry them with a Pandawa. Beware of the Bonehammer's Yoboring, which can hit you along an entire line.

No pushing, no sharing. Each push gives her 20% resistances for 2 turns, stackable: no pushes during the focus. Move the Boarok more than 5 Range away from her, cut its line of sight or dispel Inspirayob, which would share her damage.

Turn 2: everything on Berylbell. The whole team hits Berylbell until she dies. If she survives, you will finish her on turn 3, probably at the cost of a character. In the meantime, stay back and apply Gravity to her to stop her from reaching you.

The remaining monsters. Without Berylbell, the main danger is gone. Finish the monsters one by one, at range to limit their Stubbygerness, starting with the Bonehammer.

The Copperbeard effect

Berylbell casts it at the start of the fight. It makes her Heavy (impossible to carry) and gives her 20% resistances for 2 turns with each push, stackable and not dispellable. Above all, it marks the first character wounded in the turn, by her, by a monster or by an ally. An area attack can mark several: she then swaps with each one, from closest to farthest, and removes 100 MP from all of them.

Rooted, Gravity, Unmovable or being carried, on her or on the target, cancels the swap and the MP removal. If nobody has been hit yet, you can choose yourself who will take the state by hitting them. A summon can only receive it if it was already on the field on Berylbell's previous turn.

Stubbygerness

Each damage line a Bitter-Hammer deals to one of yours adds a Stubbygerness state to it, twice per turn at most, up to five, and nothing brings them back down. Each level gives a bonus specific to the monster: final damage for all, tackle for the Hardarmur and the Boarok, AP removal for the Slingobb, critical hits for the Bonehammer, ranged damage and range for the Bylhuk. Berylbell gains 20% final damage per level.

At Stubbygerness III, each monster unlocks its special spell, usable only once; at V, it gets it back strengthened and can cast it every turn. Stay out of range of Irrefutyobility: without hitting you, Berylbell does not climb and kills no one.

Divert Indecentyob with summons

Berylbell often targets the first entity in her path, with a preference for summons: place some in front of her if she reaches Stubbygerness III. Under Copperbeard, you can also stick yourself in a corner surrounded by summons: after the swap, she is the one who ends up locked in, provided you do not hit her in melee or apply Gravity that turn.

Another trick: place a summon in a corner, away from the monsters, then hit it on the next turn so that it takes the state instead of a character. This only works if Berylbell, who has the initiative, did not hit you during her turn. On the other hand, avoid summoning near the monsters: they would hit your summons and climb in Stubbygerness.

The monsters of Bitter-Hammers' Stronghold

Five level 182 Bitter-Hammers, with 4,200 to 6,100 HP, that grow stronger with each hit landed. Stay out of their range and line of sight: that is what limits their Stubbygerness. The resistances in red are their weaknesses.

In which order to kill the monsters

  1. Bonehammer — its Yoboring hits an entire line and can give you Copperbeard from very far away.
  2. Slingobb, then Hardarmur — especially with five or more players: the former's glyph immobilizes you, the latter teleports into contact with you.
  3. Boarok — it shares its damage with an ally thanks to Inspirayob: keep it for last, at range and without MP.
Bonehammer

Bonehammer

Level 182

  • Health Points4,900 HP
  • AP12 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth -8%
  • FireFire 13%
  • WaterWater -20%
  • AirAir 11%
  • NeutralNeutral 4%

Yoboring hits along an entire line, even from very far away. Unstubbable hits an area in melee, and its special spell, Instubbtaneous, hits in a circle around it and heals its allies. Weak to Water: block its lines with a summon or push it back.

  • Yoboring icon
    Yoboring4 AP · melee · Fire21 to 29 Fire damage

    Hits along an infinite line and gives critical hits to the Bonehammer for each enemy hit. It is enough to give you Copperbeard.

  • Unstubbable4 AP · 2 Range · Air43 to 49 Air damage
  • Instubbtaneous4 AP · on itself · Fire56 to 65 Fire damage · Air56 to 65 Air damage

    Hits in a circle around the Bonehammer and heals the monsters hit for a share of their maximum HP.

  • Instubbtaneous4 AP · on itself · Fire56 to 65 Fire damage · Air56 to 65 Air damage

    Hits in a circle around the Bonehammer and heals the monsters hit for a share of their maximum HP.

Slingobb

Slingobb

Level 182

  • Health Points4,500 HP
  • AP12 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 9%
  • FireFire -16%
  • WaterWater -24%
  • AirAir 9%
  • NeutralNeutral 22%

Incarceratyob places a star-shaped glyph for 2 turns: Gravity and -3 MP while you are inside, and damage if you start your turn there. Disempoweryob removes 2 AP up to 7 Range, three times per turn. Weak to Water and Fire.

  • Disempoweryob icon
    Disempoweryob3 AP · 7 Range · AP-2 AP · Air31 to 37 Air damage

    Removes 2 AP for 2 turns, dodgeable, up to 7 Range; not stackable.

  • Incarceratyob icon
    Incarceratyob3 AP · 6 Range · Places a glyph-aura · Places a start-of-turn glyph

    2-turn star-shaped glyph: Gravity and -3 MP while you are inside. The damage from several glyphs stacks, the penalties do not.

  • Stubbynsolence icon
    Stubbynsolence4 AP · 10 Range · Earth37 to 43 Earth damage · Air37 to 43 Air damage · -15% Resistance · Stubbynsolence: cooldown fixed at 1 turn
  • Stubbynsolence icon
    Stubbynsolence4 AP · 10 Range · Earth37 to 43 Earth steal · Air37 to 43 Air steal · -20% Resistance
Hardarmur

Hardarmur

Level 182

  • Health Points6,100 HP
  • AP12 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 21%
  • FireFire 4%
  • WaterWater 17%
  • AirAir -8%
  • NeutralNeutral -34%

It teleports in a line up to 7 Range with Indestructiyob, becomes unmovable, gains a shield and hits around its landing cell. Indictyob steals life, erodes and steals flight and tackle. Very weak to Neutral (-34%).

  • Indictyob icon
    Indictyob4 AP · 2 Range · Water46 to 54 Water steal
  • Indestructiyob icon
    Indestructiyob4 AP · 7 Range · Teleports to the targeted cell · Earth43 to 49 Earth damage

    The Hardarmur teleports in a line, becomes unmovable and takes a shield for 2 turns; these effects can be dispelled.

  • Compensayob4 AP · on itself · Pulls 3 cells · Water41 to 48 Water damage · Earth41 to 48 Earth damage · Compensayob: cooldown fixed at 1 turn

    Hits in a cross around the Hardarmur and pulls everyone into contact with it; at Stubbygerness V, as a life steal.

  • Compensayob4 AP · on itself · Pulls 3 cells · Earth41 to 48 Earth steal · Water41 to 48 Water steal

    Hits in a cross around the Hardarmur and pulls everyone into contact with it; at Stubbygerness V, as a life steal.

Boarok

Boarok

Level 182

  • Health Points5,600 HP
  • AP12 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 5%
  • FireFire -8%
  • WaterWater 18%
  • AirAir 9%
  • NeutralNeutral -24%

Inspirayob shares its damage with an allied monster and swaps places with it if attacked. Stubbyngest steals life and takes 5% of your HP, up to 8 Range, three times per turn. Weak to Neutral (-24%).

  • Stubbyngest icon
    Stubbyngest4 AP · 8 Range · -5% Vitality · 5% Vitality · Water51 to 59 Water steal

    Life steal that takes 5% of your HP for 2 turns, stackable three times.

  • Disobedyob icon
    Disobedyob4 AP · on itself · Shield: 300% of level
  • Disobedyob icon
    Disobedyob4 AP · on itself · Shield: 300% of level
  • Inspirayob icon
    Inspirayob3 AP · 5 Range

    Shares damage between the Boarok and an allied monster for 2 turns, up to 5 Range. On Berylbell, it ruins your focus: dispel it.

Bylhuk

Bylhuk

Level 182

  • Health Points4,200 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth -27%
  • FireFire 7%
  • WaterWater 9%
  • AirAir -21%
  • NeutralNeutral 32%

Unrelentyob steals 1 Range up to 10 Range, three times per turn, and hits harder with each cast; Incendiaryob pushes 2 cells. Its special spell, Instubbility, hits everyone it sees at the start of its turn. Weak to Earth and Air.

  • Unrelentyob icon
    Unrelentyob3 AP · 10 Range · Water25 to 29 Water damage · Steals 1 Range · Unrelentyob: +5 base damage
  • Incendiaryob4 AP · 8 Range · Push Away 2 cells · Fire37 to 43 Fire damage
  • Instubbility icon
    Instubbility4 AP · on itself · Unlockable State · MP3 MP · Water39 to 45 Water steal · Fire39 to 45 Fire steal

    At the start of its turn, the Bylhuk hits all characters and summons in line of sight, then gains MP and the Unlockable state.

  • Instubbility icon
    Instubbility4 AP · on itself · Unlockable State · MP3 MP · Water39 to 45 Water steal · Fire39 to 45 Fire steal

    At the start of its turn, the Bylhuk hits all characters and summons in line of sight, then gains MP and the Unlockable state.

Preparing your run through Bitter-Hammers' Stronghold

An extreme dungeon, for level 180 to 190 teams that hit very hard on turn 2 or know how to keep everything at a distance. People come for The Cursed Island, for the achievements and for capturing Berylbell, with a Soul Stone for Huge Souls (captures up to level 200).

How to enter Bitter-Hammers' Stronghold

The entrance is in the Ereboria Tunnels, at , in the Archipelago of Valonia; the nearest zaap is the Dunes of Bones one . To reach the tunnels, take the boat to Ereboria at , then enter on the left at . Three ways to open it: a Bitter-Hammers' Stronghold Key (consumed), the key ring if it is registered there, or the automatic group search.

Crafting the Bitter-Hammers' Stronghold Key

It is crafted at a handyman's workshop. Five ingredients drop from the dungeon's monsters, at 15%: Midnight Meat, Hardarmur Armour, Slingobb Sling, Bylhuk Hair and Bonehammer Slobber. Swordfish, Mandrake and Millet complete the recipe.

Ingredient Quantity Level
Hardarmur Armour iconHardarmur Armour 2 190
Slingobb Sling iconSlingobb Sling 2 190
Bylhuk Hair iconBylhuk Hair 2 190
Bonehammer Slobber iconBonehammer Slobber 2 190
Midnight Meat iconMidnight Meat 2 190
Swordfish iconSwordfish 2 190
Mandrake iconMandrake 3 180
Millet iconMillet 3 180

Which team to bring against Berylbell Copperbeard

Damage for turn 2. The simplest method is to kill Berylbell on turn 2, before her Stubbygerness III. You need classes capable of an enormous damage turn, boosted on turn 1. Otherwise, you will finish her on turn 3, probably losing a character.

Or MP removal. The other way, that of the Last achievement: keep Berylbell and the monsters at a distance by removing their MP. MP removal replaces pushing, which gives her resistances as soon as you target her.

Something to block the swaps. Gravity prevents Copperbeard's swap and Infernyob's leap; Rooted and Unmovable also block the swap. Always keep a melee hit available, from a character or a summon, to remove the state.

The comfortable classes. The Pandawa can carry the character under Copperbeard to block the swap, at the cost of the Vertigo effect; on the other hand, Berylbell is Heavy and cannot be carried. Summoners divert Indecentyob and take the state in place of the team. A class that dispels solves the Inspirayob problem.

The six achievements of Bitter-Hammers' Stronghold

Each achievement gives 137,711,000 XP and 2 Berylbell Copperbeard's Bell, Duo doubles the XP; Sidekick gives 206,566,500 XP. Last and Duo are played with the same method, at range and with MP removal.

Achievements Condition Points XP
Berylbell Copperbeard (Duo) Defeat Berylbell Copperbeard in her dungeon while completing the “Duo” challenge. 20 275 422 000
Berylbell Copperbeard (Sidekick) Defeat Berylbell Copperbeard in her dungeon while completing the “Z'others” challenge 5 206 566 500
Berylbell Copperbeard (Special) Defeat Berylbell Copperbeard in her dungeon while completing the “Antioxidant” challenge. 10 137 711 000
Bitter-Hammers' Stronghold Defeat Berylbell Copperbeard in this boss's dungeon. 10 137 711 000
Berylbell Copperbeard (Last) Defeat Berylbell Copperbeard in her dungeon while completing the “Last” challenge. 10 137 711 000
Berylbell Copperbeard (Versatile) Defeat Berylbell Copperbeard in her dungeon while completing the “Versatile” challenge. 10 137 711 000

Last

Berylbell Copperbeard must be finished off last. With MP removal, this is the safest method. Keep Berylbell and the monsters at a distance; as long as you do not target her, you can push her back despite the resistances she gains, and apply Gravity to her. Kill the Bonehammer first, then the Slingobb and the Hardarmur if there are five or more of you, a monster that does not benefit from Inspirayob, and the Boarok last. Finish Berylbell at range, removing her MP, without pushing her any more and watching out for Infernyob.

Special: Antioxidant

No enemy may enter the Stubbygerness V state. Stubbygerness never goes back down: each hit that lands on you brings a monster closer to level V. Kill Berylbell on turn 2, then the monsters as fast as possible, starting with the most advanced ones, and never let yourself be hit.

Versatile

Each ally may only use the same action once during their turn. No particular difficulty: never cast the same spell twice in a turn, and play the fight normally.

Duo

Two characters maximum, under 20 turns. Two approaches: kill Berylbell first, which requires two classes with enormous damage, or reuse the method of the Last achievement with a class that removes MP, which is simpler, while watching the turn counter.

Drops and loot of Bitter-Hammers' Stronghold

Base in-game rates, before Prospecting bonuses.

On Berylbell Copperbeard

  • Berylbell Copperbeard's Bell iconBerylbell Copperbeard's BellMiscellaneous Resource15 %
  • Nougat Rabmarac Bar iconNougat Rabmarac BarTreat6 %
  • Bitter-Hammer Beard Hair iconBitter-Hammer Beard HairHair2,44 %
  • Bag of Salt iconBag of SaltContainer1 %
  • Al Howin Gobtubby iconAl Howin GobtubbyCeremonial pet0,8 %
  • Midnight Carrion iconMidnight CarrionMeat0,73 %

On the henchmen of Berylbell Copperbeard

  • Midnight Meat iconMidnight MeatMeat · Hardarmur15 %
  • Hardarmur Armour iconHardarmur ArmourCombat Resource · Hardarmur15 %
  • Slingobb Sling iconSlingobb SlingCombat Resource · Slingobb15 %
  • Bonehammer Slobber iconBonehammer SlobberLiquid · Bonehammer15 %
  • Boarok Beard Elastic Band iconBoarok Beard Elastic BandMiscellaneous Resource · Boarok15 %
  • Bylhuk Hair iconBylhuk HairHair · Bylhuk15 %
  • Bitter-Hammer Beard Hair iconBitter-Hammer Beard HairHair · Hardarmur2,44 %
  • Bag of Salt iconBag of SaltContainer · Hardarmur1 %

Capturing the soul of Berylbell Copperbeard

Soul Stone for Huge Souls iconA Soul Stone for Huge Souls (captures up to level 200) suits Berylbell, level 190. Bring it before entering.

Stone ingredient Quantity
Majestic Soul Splinter iconMajestic Soul Splinter 10
Alteration Potion iconAlteration Potion 2

Where is Bitter-Hammers' Stronghold?

In the Ereboria Tunnels, at , in the Archipelago of Valonia. Take the boat to Ereboria at , then enter the tunnels at .

What level should you do Bitter-Hammers' Stronghold at?

Level 180 minimum, 190 recommended. Berylbell has 18,000 HP with four characters, a lot for her level, and the dungeon is rated extreme.

How do you remove the Copperbeard state?

Hit Berylbell in melee before her turn. Any character or a summon can do it; Gravity, Rooted, Unmovable or a Pandawa carrying the character also prevent the swap.

Should you kill Berylbell first?

Yes, it is the simplest, ideally on turn 2. She then has no time to reach Stubbygerness III and its spell that kills in melee. Without enough damage, play at range with MP removal and save her for last.

Why not push Berylbell?

Each push gives her 20% resistances for 2 turns, stackable. Remove her MP instead or apply Gravity to her.

Which monster should you target first in Bitter-Hammers' Stronghold?

The Bonehammer, whose Yoboring hits an entire line and can give you Copperbeard from very far away. The Boarok, which shares its damage, is kept for last.

Which quest should you do in Bitter-Hammers' Stronghold?

The Cursed Island, following An Unexpected Event: it is completed by defeating Berylbell Copperbeard in a single fight.

Which stone should you use to capture Berylbell Copperbeard?

A Soul Stone for Huge Souls (captures up to level 200). Berylbell is level 190.

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Bitter-Hammers' Stronghold

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