SK / Magician / Beastlord — Falrash's Guk Farmer
Falrash's double-pet leveling and farm build documented through Lower Guk — the frog lock kings, the ghoul lord room, and the SK weapon ladder to 50.
Overview
Documented from Falrash's runs. Compiled guide, not his official write-up.
Two pet classes behind an SK. The pets carry the damage and hold camps while the SK tanks, lifetaps, and keeps aggro off them. Documented through Lower Guk — the frog lock kings and the ghoul lord room, working the light side / dark side split.
His AA read late: at 47–48 he was banking around 22 AAs per couple levels of grinding — the top-end AA curve is lighter than it looks. Note the one-pet-wins reality for damage math: the second pet adds only its difference, so this build's value is camp coverage and safety, not stacked pet DPS.
Stances & Invocations
Stance
Defensive
Incoming physical damage −50%, magical −20%. Every point reduced consumes equal endurance, reduced by Strategy skill.
Warrior, Paladin, Shadow Knight
Evasive
95% chance to evade all incoming attacks. Every point evaded costs 2 endurance, reduced by Strategy skill. Evasion fails without endurance or while feigning death.
Ranger, Monk, Bard, Rogue, Beastlord
Invocation
Recovery
Mana regen doubled and spells cost 5% less mana. Out-of-combat regen unaffected; the regen modifier stays active out of combat even when the invocation isn't.
Cleric, Paladin, Ranger, Shadow Knight, Druid, Bard, Shaman, Necromancer, Wizard, Magician, Enchanter, Beastlord
Arcane Mastery
Spell cast and recovery times −20%, another −10% per additional intelligence class. Detrimental spell mana cost −10%, another −5% per intelligence class.
Shadow Knight, Necromancer, Wizard, Magician, Enchanter
Mag qualifies for Arcane Mastery; Beastlord side rides Evasive.
Key Abilities
Magician
| # | Name | Note |
|---|---|---|
| 1 | Pet SPELL | The primary damage lane |
Beastlord
| # | Name | Note |
|---|---|---|
| 1 | Warder SPELL | Second body on camps — coverage, not stacked DPS |
Shadow Knight
| # | Name | Note |
|---|---|---|
| 1 | Lifetap line SPELL | Tank sustain |
| 2 | Feign Death ABILITY | Camp resets |
Leveling Path
- Befallen9–17
- Najena17–24
- Solusek's Eye24–32
- Upper Guk30–36
- Lower Guk36–48
Targets
| Target | Zone | Note |
|---|---|---|
| Zone farm | Lower Guk | Frog lock kings; ghoul lord room; light/dark split camps |
Playstyle Notes
Pets in first, SK holds the line, lifetaps cover the gaps, Feign Death resets what goes wrong. Park on the kings and the ghoul lord room and let the camp income do the rest.
AA Priorities
- Pet lines — Both pet classes
- Ambidexterity — If dual-wielding the ladder weapons
Gear Notes
| Item | Source | Detail |
|---|---|---|
| Serpent's Tooth +4 | Dropped | Late-game SK primary — Earth Shaker proc comes online at 45 |
| Baron's Blade +6 | Dropped | The elemental-proc alternative |
| Runed Bone Fork | Dropped | The resist item on his ladder |
Pros & Cons
- Camps hold themselves — two pets and a tank cover every spawn
- A documented weapon ladder that ends the gear anxiety
- The late AA curve pays out faster than expected
- One-pet-wins means the second pet is safety, not damage
- Pre-July-14 patch documentation — and pets got BUFFED since, so this likely undersells now
- SK melee output is the smallest number on the parse
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