Dungeon Nimaltopia

Count Razof's Camp

Level 190 dungeon on Nimaltopia island, at [-68,30]: five rooms, invisible traps, and a boss with over 100% resistances that only your summons can bring down, Count Razof. Quests to start, map of each room, strategy, monsters, achievements, and loot.

Count Razof's Camp: the dungeon entrance, at [-68,30] (Nimaltopia)
The camp entrance on Nimaltopia island

Quests linked to Count Razof's Camp

To reach the camp, you must first have the right to take the Seemyoolbus to Nimaltopia. The dungeon quest, The Manual Waltz, is triggered with an item and ends in the boss room: don't leave before searching the camp and talking to the Count.

Access to Nimaltopia

See You Soon on the Seemyoolbus

Level 40 quest

Without it, no Seemyoolbus to Nimaltopia. Agatha Mynah asks you three questions: answer in the order The pink one, I give them lots of kisses, then I'm an adventurer above all. For later trips, just tell her you have already answered.

Start
Agatha Mynah, Rocky Roads
Prerequisites
Level 30

Cast before entering

The Manual Waltz

Level 190 quest

A Textbook starts it: it drops from Nimaltopia's monsters, including those of the camp. After Mishell and the relaxed hunters, go to the fifth room, talk to the Scared Minikron, and beat Count Razof. Then search the barrel at the bottom of the map and question it before leaving.

Start
Mishell, Nimaltopia
Prerequisites
Level 170

Hunderp Blood iconHunderp Blood3 bloods and 137,711,000 XP

During events

  • Tiwaapi Simulation level 20, repeatable
    Tiwaapi can designate Count Razof as the guardian to defeat. Incarnam, .

The 5 rooms of Count Razof's Camp

Five rooms, with Count Razof in the fifth. In each fight, the Nemroz places invisible traps that give the Trapped state, which the monsters' spells take advantage of: the mechanic is detailed in the next section. For each room: the scenery, then the tactical view with the starting cells (blue: you, red: the monsters). Tap an image to enlarge it.

Room 1

Count Razof's Camp: map of room 1
Room 1 — map
Count Razof's Camp: tactical view of room 1, starting cells in blue and red
Room 1 — tactical view

Room 2

Count Razof's Camp: map of room 2
Room 2 — map
Count Razof's Camp: tactical view of room 2, starting cells in blue and red
Room 2 — tactical view

Room 3

Count Razof's Camp: map of room 3
Room 3 — map
Count Razof's Camp: tactical view of room 3, starting cells in blue and red
Room 3 — tactical view

Room 4

Count Razof's Camp: map of room 4
Room 4 — map
Count Razof's Camp: tactical view of room 4, starting cells in blue and red
Room 4 — tactical view

Room 5 — Count Razof

Count Razof's Camp: map of room 5
Room 5 — map
Count Razof's Camp: tactical view of room 5, starting cells in blue and red
Room 5 — tactical view

Defeat Count Razof

The Minikron must not die

From turn 2, Hunting Trophy kills any summon in melee, Minikron included, and gives the Count 1 MP and 200 power. If the Minikron dies, your characters lose 20% resistance and 2 AP until the end of the fight. Never leave it within its reach.

Count Razof

Count Razof

Level 190

  • Health Points11,000 HP
  • AP13 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 120%
  • FireFire 115%
  • WaterWater 135%
  • AirAir 105%
  • NeutralNeutral 100%

Over 100% resistance everywhere: 100% Neutral, 105% Air, 115% Fire, 120% Earth, 135% Water. Only your summons bring them down, by 20% each at the end of its turn. Shovellista strikes up to 15 range, removes 6 MP, and applies Gravity; in melee, Hunting Trophy executes your summons.

  • Shovellista icon
    Shovellista4 AP · 15 range · Earth61 to 70 Earth damage · Earth71 to 80 Earth damage · MP-6 MP · Weakened State · Gravity State

    Up to 15 range, twice per turn: removes 6 dodgeable MP, Gravity, and Weakened. A tackler placed in front of him cuts his line of sight.

  • Arshovelago icon
    Arshovelago5 AP · 6 range · Water41 to 50 Water damage · Water51 to 60 Water damage · Reveals invisible entities · Removes the spell's effects

    Area of radius 2 up to 6 range, not modifiable: each target hit deals the same damage in a cross around itself. Spread out and keep summons beyond 6 range.

  • No Poachers icon
    No Poachers3 AP · on itself · -0 damage taken

    Reduces the ranged damage taken by the monsters around it for one turn, cooldown: 3 turns.

  • Hunting Trophy icon
    Hunting Trophy1 AP · melee · Removes the Minikron state 1 · Kills the target · MP1 MP · 200 Power

    From turn 2, in melee: kills the targeted summon, Minikron included, and gives it 1 MP and 200 power. Up to five times per turn.

The five-step strategy against Count Razof

Positioning: think about the Minikron. At the start of the fight, an invulnerable Minikron appears on your side, next to the character closest to Razof, and tends to follow him. That character must not be the one who goes into melee: choose your cells accordingly.

A tackler in front of Razof. The simplest method: a tank with about 150 tackle, in melee with Razof and between him and the team, which blocks him and cuts his line of sight. Reposition it before the Count's turn if the Hunderp pulls it or if the Crambo pushes it.

The monsters, Hunderp first. While Razof is blocked, kill the monsters: the Hunderp first, then the Crambo, which can push your tackler. Stay out of the Crambo's line of sight if you are at full health. The Nemroz can wait until the end.

Summons out of his sight. Then summon as many non-static creatures as possible, scattered, far from Razof and out of his line of sight. Each one alive at the end of his turn removes 20% of his resistance for a turn, Minikron included.

Strike during the window. With five summons and the Minikron, he loses 120% resistance until his next turn. Move forward to get line of sight, strike, step back out of sight, and keep summoning until he dies.

Bringing down his resistances

The count is made at the end of the Count's turn: each living non-static summon removes 20% of his resistance in all elements, for a turn. A summon killed in the meantime doesn't give anything back right away, but will count for less at the next count.

Summoning classes (Sadida, Osamodas, Enutrof) help a lot, but the common spells Chafer and Arachnee are enough: learn them before entering. Arshovelago strikes in an area up to 6 range, range not modifiable: keep your summons more than 6 range from him, even if he has lost range. If you can't limit his actions, use the width of the map and its obstacles to hide them.

The Minikron

Invulnerable and with 6 MP, it casts no spells, but its passive has four effects. If it starts its turn in melee with a monster, your characters lose 600 power for a turn; in melee with one of them, it heals it for 10% of its HP and gives it a shield. If it dies, -20% resistance and -2 AP for the whole team, with no way back.

At the start of its turn, it places a black glyph on its cell: if it ends its turn there, your characters lose 2 MP and take 50% erosion for a turn. It joins its summoner; if the summoner doesn't move, it stays on its glyph, so push it at least one cell. Invulnerable, it also serves as a shield that blocks line of sight. A Pandawa cannot carry it.

The Trapped state

The Nemroz's Blinding Trap is invisible. Triggering it removes 6 AP for one turn and 9 range for two turns, from the character and those within a radius of 2 cells, and gives them the Trapped state, a blue skull above the character. Most of the monsters' and the Count's spells hit Trapped characters harder.

These effects can be dispelled. Without Nemroz in the fight, the Trapped state cannot be obtained: don't step on a suspicious cell for a bit of extra damage.

The monsters of Count Razof's Camp

Five Chassulliers of level 182, all dangerous, whose spells hit Trapped characters harder. Hunderp first, Nemroz last. The resistances in red are their weaknesses.

In which order to kill the monsters

  1. Hunderp — it pulls, removes 400 power, and hits very hard in melee: the most dangerous.
  2. Crambo — his First Blood hits full-health targets very hard up to 15 range, and Uranus can push your tackler away.
  3. Draftwit, then Buckshot — AP removal, poison, and Running Bow Wow: to be eliminated afterward.
  4. Nemroz — its traps are annoying, but it can be killed last.
Hunderp

Hunderp

Level 182

  • Health Points4,700 HP
  • AP12 AP
  • MP7 MP
  • Resistances (%)
  • EarthEarth 16%
  • FireFire 11%
  • WaterWater 6%
  • AirAir 6%
  • NeutralNeutral 16%

Lure pulls 2 cells and removes 400 power. In melee, Sautéed Meat hits harder below 50% HP and Ground Meat reduces heals received, especially fearsome against summons. 7 MP and no weakness: its lowest resistances are Air and Water.

  • Sautéed Meat icon
    Sautéed Meat4 AP · melee · Neutral61 to 70 Neutral damage · Neutral71 to 80 Neutral damage · Neutral81 to 90 Neutral damage · Neutral91 to 100 Neutral damage

    In melee, stronger on a target below 50% HP.

  • Ground Meat icon
    Ground Meat5 AP · melee · Air41 to 50 Air damage · Air51 to 60 Air damage · Air61 to 70 Air damage · Heals Received x70%

    In melee, in an area: heals received reduced by 30% and damage boosted against summons.

  • Lure icon
    Lure3 AP · 6 range · Pulls 2 cells · -400 Power

    Pulls 2 cells in a line and removes 400 power for 2 turns: the Hunderp brings you back to its side.

Crambo

Crambo

Level 182

  • Health Points4,700 HP
  • AP11 AP
  • MP4 MP
  • Resistances (%)
  • EarthEarth 11%
  • FireFire 0%
  • WaterWater 21%
  • AirAir -14%
  • NeutralNeutral -9%

First Blood hits about twice as hard against a target at 100% HP, from 4 to 15 range. His Blue Lamp reveals invisible units and gives him range and power; Uranus pushes back in melee. Weak to Air and Neutral.

  • First Blood icon
    First Blood4 AP · 15 range · Fire51 to 60 Fire damage · Fire61 to 70 Fire damage · Fire101 to 120 Fire damage · Fire121 to 140 Fire damage

    Twice as strong on a target at 100% HP: lightly wound a full-health ally to protect it. On a summon, pulls nearby characters one cell.

  • Blue Lamp icon
    Blue Lamp3 AP · melee · Summons: Blue Lamp · Reveals invisible entities · 4 Range · 200 Power · MP-1 MP · Removes the spell's effects

    Static lamp that reveals invisible units and gives 4 range and 200 power to nearby Crambos, 4 range to the other monsters.

  • Uranus icon
    Uranus5 AP · melee · Neutral21 to 30 Neutral damage · Pushes away 1 cell · Steps back 1 cell · MP-1 MP

    Pushes back one cell and makes the Crambo step back: a summon placed behind him keeps him in melee with your tackler.

Draftwit

Draftwit

Level 182

  • Health Points4,700 HP
  • AP11 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 16%
  • FireFire 26%
  • WaterWater -14%
  • AirAir 31%
  • NeutralNeutral 0%

Pandabeck removes 3 AP in an area up to 12 range and places a Bottle of Pandabeck, which tackles hard and explodes on its next turn. Tailing reveals invisible units and increases the damage you take; Off the Trail strikes your summons. Weak to Water.

  • Pandabeck icon
    Pandabeck4 AP · 12 range · Neutral41 to 50 Neutral damage · Neutral51 to 60 Neutral damage · AP-3 AP · Summons: Bottle of Pandabeck

    Removes 3 AP in an area up to 12 range and places a Bottle of Pandabeck that explodes on its next turn. Don't stay around it.

  • Tailing icon
    Tailing4 AP · 12 range · Reveals invisible entities · Damage taken x120%

    Reveals invisible units and +20% damage taken within a radius of 3 cells, cooldown: 3 turns.

  • Off the Trail icon
    Off the Trail3 AP · 12 range · AP-50 AP Reduction · MP-50 MP Reduction · Neutral51 to 60 Neutral damage

    Strikes your summons in an area and reduces your AP and MP removal for a turn.

Buckshot

Buckshot

Level 182

  • Health Points4,700 HP
  • AP11 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth -9%
  • FireFire 6%
  • WaterWater 11%
  • AirAir 16%
  • NeutralNeutral 6%

Shot in the Dark strikes up to 10 range and poisons for 2 turns. His Running Bow Wow drains your MP in melee and puts you in Gravity, and Sit... Stay! empowers Buckshot and his dog. Weak to Earth.

  • Shot in the Dark icon
    Shot in the Dark4 AP · 10 RNG · Neutral31 to 40 Neutral damage · Neutral41 to 50 Neutral damage

    Strikes and poisons for 2 turns, up to 10 range, once per target.

  • Running Bow Wow Summon icon
    Summoning of Running Bow Wow2 AP · 2 range · Summons: Running Bow Wow

    The Bow Wow drains your MP in melee and puts you in Gravity; when hit afterward, it sends half of the damage back to the blocked character.

  • Sit... Stay! icon
    Sit... Stay!3 AP · 10 range · MP1 MP · AP10 AP Parry · MP10 MP Parry · 10% Vitality · MP2 MP · AP20 AP Parry · MP20 MP Parry · 20% Vitality
Nemroz

Nemroz

Level 182

  • Health Points4,700 HP
  • AP11 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 0%
  • FireFire -9%
  • WaterWater 11%
  • AirAir 6%
  • NeutralNeutral 1%

Without line of sight, it places the invisible Blinding Trap, which gives the Trapped state, and the Corrosive Trap, a glyph that erodes and burns those who start their turn on it. Soaked to the Groan removes AP parry. Weak to Fire.

  • Soaked to the Groan icon
    Soaked to the Groan4 AP · 6 range · Water41 to 50 Water damage · Water51 to 60 Water damage · AP-20 AP Parry
  • Corrosive Trap icon
    Corrosive Trap3 AP · 8 range · Places a start-of-turn glyph

    Glyph of radius 2: erosion and Fire damage if you start your turn on it. Erosion doubled on summons.

  • Blinding Trap icon
    Blinding Trap3 AP · 8 Range · Places a trap

    Invisible trap without line of sight: -6 AP, -9 range, and Trapped state for the character and its neighbors within a radius of 2 cells.

Preparing your run through Count Razof's Camp

A level 180 to 190 dungeon, rated very hard, for teams that know how to summon and protect their summons. People come here for The Manual Waltz, the achievements, and the Count's soul, captured with a Soul Stone for Huge Souls (captures up to level 200).

How to enter Count Razof's Camp

The entrance is on Nimaltopia island, at , right next to the Nimaltopia zaap . To reach the island, take the Seemyoolbus at , after the quest See You Soon on the Seemyoolbus. Three ways to open it: a Count Razof's Camp Key (consumed), the keyring if it is registered there, or the automatic group search.

Crafting the Count Razof's Camp Key

It is crafted at a handyman. Five ingredients drop from the dungeon's monsters, at 15%: Buckshot Tail, Draftwit Slobber, Nemroz Bone, Crambo Arrow, and Midnight Meat. Swordfish (fishing), Mandrake and Millet (harvesting) complete the recipe.

Ingredient Quantity Level
Buckshot Tail iconBuckshot Tail 2 190
Draftwit Slobber iconDraftwit Slobber 2 190
Nemroz Bone iconNemroz Bone 2 190
Crambo Arrow iconCrambo Arrow 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 Count Razof

Summons, even without a summoner. Without summons, the Count's resistances don't go down. Sadida, Osamodas, or Enutrof make everything easier, but the common spells Chafer and Arachnee are enough: learn them before entering, on each character.

A tackling tank. About 150 tackle and enough to take hits: it blocks Razof and cuts his line of sight to the team and the summons. It's the simplest strategy, and it makes the Freedom achievement free.

Or MP and range removal. Without a tackler, play at a distance: range removal on the Nemroz and the Count, useless on the Hunderp, and the Crambo has too much with his Lamp. Kill Hunderp then Crambo, then the Nemroz. Incompatible with Freedom.

The classes that are comfortable here. Summoners (Sadida, Osamodas, Enutrof) bring down the resistances effortlessly; a high-tackle tank blocks Razof; Cra, Feca, and Enutrof remove range for ranged play.

The five achievements of Count Razof's Camp

Each achievement gives 137,711,000 XP and 2 Count Razof Hair, and Duo doubles the XP. With the tackler strategy, Freedom requires no effort.

Achievements Condition Points XP
Count Razof's Camp iconCount Razof's Camp Defeat Count Razof in this boss's dungeon. 10 137 711 000
Count Razof (Freedom) iconCount Razof (Freedom) Defeat Count Razof in his dungeon while completing the “Freedom” challenge. 10 137 711 000
Count Razof (First) iconCount Razof (First) Defeat Count Razof in his dungeon while completing the “First” challenge. 10 137 711 000
Count Razof (Duo) iconCount Razof (Duo) Defeat Count Razof in his dungeon while completing the “Duo” challenge. 20 275 422 000
Count Razof (Special) iconCount Razof (Special) Defeat Count Razof in his dungeon while completing the “Animals Are Our Friends Too” challenge. 10 137 711 000

Freedom

Do not try to remove MP or range from your opponents. No particular difficulty: just forget the ranged strategy with removals. Play the tackler strategy, or freely with the basic tips.

First

Count Razof must be finished off first. Summon from turn 1 to remove as many of his resistances as possible on turn 2. Spend that first turn summoning and boosting yourselves, then hit him on turns 2 or 3: the monsters are too dangerous to let the fight drag on. Tackler or ranged, protect your summons, then finish the monsters.

Special: Animals Are Our Friends Too

No allied summons may be finished off by an enemy. The Minikron counts as an allied summon: if Razof reaches it, the achievement fails. Block him with a tackler, kill the monsters first, then summon out of his reach, behind obstacles, to bring down his resistances.

Duo

Two characters maximum, fewer than 20 turns. Fewer characters, fewer summons: a summoning class simplifies the phase against Razof a lot, without being required. Kill the monsters first so your summons survive. With a tackler, block the Count and hit him; otherwise, scatter the summons far from him and make sure he only targets your characters.

Drops and loot of Count Razof's Camp

Base in-game rates, before Prospecting bonuses.

On Count Razof

  • Count Razof Hair iconCount Razof HairHair15 %
  • Nougat Rabmarac Bar iconNougat Rabmarac BarTreat6 %
  • Bag of Pepper iconBag of PepperContainer3 %
  • Bottle of Nottlebeck iconBottle of NottlebeckMiscellaneous Resource2,44 %
  • Al Howin Gobtubby iconAl Howin GobtubbyCeremonial pet0,8 %
  • Midnight Carrion iconMidnight CarrionMeat0,73 %

On the henchmen of Count Razof

  • Crambo Disguise iconCrambo DisguiseNimaltopia · Crambo24 %
  • Draftwit Slobber iconDraftwit SlobberLiquid · Draftwit15 %
  • Midnight Meat iconMidnight MeatMeat · Draftwit15 %
  • Buckshot Tail iconBuckshot TailTail · Buckshot15 %
  • Crambo Arrow iconCrambo ArrowMiscellaneous Resource · Crambo15 %
  • Nemroz Bone iconNemroz BoneBone · Nemroz15 %
  • Hunderp Blood iconHunderp BloodLiquid · Hunderp15 %
  • Work Contract iconWork ContractNimaltopia · Draftwit6 %
  • Bottle of Nottlebeck iconBottle of NottlebeckMiscellaneous Resource · Draftwit2,44 %
  • Textbook iconTextbookNimaltopia · Draftwit2 %
  • Bag of Pepper iconBag of PepperContainer · Draftwit1 %
  • Predagob Map fragment 3/5 iconPredagob Map fragment 3/5Map fragment · Draftwit1 %
  • Predagob Map fragment 4/5 iconPredagob Map fragment 4/5Map fragment · Buckshot1 %
  • Predagob Map fragment 1/5 iconPredagob Map fragment 1/5Map fragment · Crambo1 %
  • Predagob Map fragment 2/5 iconPredagob Map fragment 2/5Map fragment · Nemroz1 %
  • Predagob Map fragment 5/5 iconPredagob Map fragment 5/5Map fragment · Draftwit0,5 %

Capturing the soul of Count Razof

Soul Stone for Huge Souls iconA Soul Stone for Huge Souls (captures up to level 200) covers Count Razof, who is level 190.

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

Where is Count Razof's Camp?

On Nimaltopia island, at , next to the Nimaltopia zaap . The island is reached by Seemyoolbus from , after the quest See You Soon on the Seemyoolbus.

What level should you be to do Count Razof's Camp?

Level 180 minimum, 190 recommended. Count Razof is level 190, with 11,000 HP and more than 100% resistance in all elements.

Which quest should you do at Count Razof's Camp?

The Manual Waltz, started by a Textbook found on Nimaltopia's monsters. After the victory, search the barrel and talk to the Count before leaving.

How do you lower Count Razof's resistances?

With non-static summons alive at the end of his turn: -20% each for a turn, Minikron included. The common spells Chafer and Arachnee are enough.

Can you kill the Minikron?

No, it is invulnerable to you. Only the Count can kill it, in melee, from turn 2: your characters then lose 20% resistance and 2 AP for the rest of the fight.

Which monster should you target first in Count Razof's Camp?

The Hunderp, which pulls and removes 400 power. The Crambo next, the Nemroz last despite its traps.

What is the Trapped state?

The state given by the Nemroz's Blinding Trap, an invisible trap. The monsters' and the Count's spells hit Trapped characters harder; without the Nemroz, no Trapped.

Which stone should you use to capture Count Razof?

A Soul Stone for Huge Souls (captures up to level 200). It covers Count Razof's level 190.

Can you do Count Razof's Camp with two players?

Yes, it's even an achievement, in fewer than 20 turns. Preferably bring a summoning class, and kill the monsters before going after the Count.

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Count Razof's Camp

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