Stonehenge relics
Stonehenge is the mode that actually inflates the account. Story levels units; this dungeon levels the relic tree that sits on every character you field. A clean Stonehenge team and a floor plan beat another random banner. Tickets and compasses from the shop guide are meant to be spent here, not hoarded.
One relic at a time
Three relic generations. Max the current one before you start feeding the next. Splitting cubes across I / II / III leaves you with three half-built passives.
Generation I · cap 300
Holy Grail
Attack, Defense, HP, 75% Crit DMG. First global spike. Max it before anything else.
Generation II · cap 400
Divine Stone
20% DR, 20% Ignore DR, 20% Additional Damage, 80% Crit DMG. Raid math. Start only when Holy Grail is done.
Generation III · cap 200
Medal
Attack, Defense, HP, 5% Attack Amp. Last generation. Cubes III on floor 15.
Which floor to farm
- Floor 3: blue/purple cubes until Holy Grail is done.
- Floor 8: gold cubes for the same relic, then leave generation I.
- Floor 11: Divine Stone and cubes II.
- Floor 15: Medal and cubes III.
Unlocking a floor is not the same as farming it. If the clear is messy, drop one floor and keep the cube color you still need.
Boss tickets and Merlin
Boss Summon Tickets: Stonehenge go on the highest floor you can actually kill. Pair them with a Merlin potion when you have one: the extra equipment drop is the reason the ticket exists. Burning tickets on floor 3 after you already moved to 8 is how accounts stall.
Build a Stonehenge-specific team, not your raid team on autopilot. Fast wave clear (Nymue-style kits, AoE Knights) beats a slow raid rotation when the dungeon is a cube farm.
Secret Cow Dungeon
Same town, different ticket. Three free runs every Sunday; extra bells from the Raid shop. Save the paid bells for floors 11-15 so the gear that drops can actually stay on a unit. Substat rules: Gear Substats.