At a glance
LevelEasy 40 to 60, Normal 45 to 60, Hard 50 to 60, Hell 61 or higher
PartyAlone, or a party of 2 to 6 (the leader starts the run)
StartDuarte in Pyramid Dunes; the way in is the door to Nett's Pyramid on Sahel 3
Time limitFive timed stages: 3:59 for the first, 4:59 for each of the others (about 24 minutes in all)
RunsA private copy of the maps for every run
Daily limitNone
RewardsRank EXP, Pharaoh Yeti's gem, a treasure chest from the tomb, the Protector of Pharaoh Medal

Nett's Pyramid is a timed monster-slaughter challenge in the desert near Ariant. Alone or with a party, you fight through five stages of fast-respawning Pyramid monsters while an Act Gauge drains away; the more monsters you defeat, the higher your rank and the more EXP you are paid. A run that survives all five stages earns a gem, and the gem opens Pharaoh Yeti's Tomb, where a treasure chest waits. Duarte runs everything from the lobby, the stages and the gem room.

Before you go

  • Getting there. Take the door to Nett's Pyramid on Sahel 3. It leads to Pyramid Dunes, where Duarte stands. The exit portal in Pyramid Dunes puts you back on Sahel 3.
  • Nothing to pay and nothing to bring. There is no entry fee, no item check and no daily limit. Only the tomb needs an item (see below).
  • Duarte's menu in Pyramid Dunes: Ask about the Pyramid (three pages of advice), Enter the Pyramid, Find a Party (points you to the Party Search window), Enter Pharaoh Yeti's Tomb, Ask about Pharaoh Yeti's treasures and Receive the Protector of Pharaoh Medal.
  • Choosing a run. Pick Enter alone or Enter with a party of 2 or more, then one of the four difficulty plates, in this order: Easy, Normal, Hard, Hell.
Difficulty Level needed Monster level
Easy 40 to 60 39
Normal 45 to 60 44
Hard 50 to 60 49
Hell 61 to 200 59

Characters above Lv 60 can therefore only enter Hell. When you enter alone and your level is out of range, Duarte answers You must be at least level N. or You must be at most level N.

Entering with a party

  1. Gather the party in Pyramid Dunes. Only the party leader can start a party run (anyone else hears You must be the party leader).
  2. The run takes the party members who are standing on that same map and are inside the difficulty's level range. A member who is elsewhere, or out of range, is simply left behind. The leader must be one of those who qualify.
  3. A party run needs 2 to 6 qualifying members. Otherwise Duarte answers Make sure that 2 or more party members are in your map. (the same line you hear if you are not in a party, or if more than six qualifying members are standing there).
  4. Everyone is moved to stage 1 together. Nobody can join later.

If every run of that kind is already in progress, Duarte says The pyramid is currently full at the moment. Try again in a minute, or pick another difficulty.

How a run works

Each stage lasts a fixed time. When the clock reaches zero the whole team is moved to the next stage; killing everything early does not shorten it, because the monsters keep coming back every 3 seconds. After stage 5's clock the run is finished. The only way to end a run sooner is to lose it (the gauge empties) or to leave it.

The Act Gauge

Be careful that your Act Gauge does not decrease. The only way to maintain your Gauge level is to battle the monsters without stopping.— Duarte

The gauge starts full at the beginning of every stage. About 3 seconds into a stage it starts to drain, and it keeps draining every second. Defeating monsters refills it (it can never go above its size). If it reaches zero, the run ends at once as a failure, whichever stage you are in.

Alone Party of 2 to 6
Easy Normal Hard Hell Easy Normal Hard Hell
Size of the gauge 100 100 100 100 200 200 200 200
Drained every second -1 -2 -2 -3 -3 -3 -5 -8
Each Hit (kill) +1 +1 +1 +1 +1 +1 +1 +1
Each Cool +5 +6 +7 +8 +5 +5 +8 +7
Each Miss -4 -5 -6 -7 -10 -12 -14 -15

A party shares one gauge, one set of counters and one set of Rage of Pharaoh charges: every member's kills and misses count for everybody.

Hit, Cool and Miss

The counter panel at the top right of the screen shows three numbers, and all three matter.

  • Hit is a monster you defeat. Every Pyramid monster has 1 HP, so any attack that connects defeats it; area attacks defeat everything they touch.
  • Cool is a Hit that scored extra. When your finishing hit shows at least a monster's Cool damage (see the table in the next section), there is a small chance, shown as a percentage, that the kill counts as a Cool instead of an ordinary Hit. A Cool refills much more of the gauge than a Hit, and it is worth 10 EXP at the end instead of 2. It still counts as one kill towards your rank.
  • Miss costs you gauge. An attack that misses a Pyramid monster, or that does no damage to it, is a Miss. So is any hit at all on a solid Pharaoh Yeti.

The five stages

Every difficulty has the same layout; only the monsters' levels, the Cool thresholds and the gauge numbers change. The monsters respawn every 3 seconds, so each stage always has plenty to hit.

Stage Clock Monsters (spawn points on the map) Pharaoh Yeti
1 3:59 Pyramid Mummydog 35, Pyramid Skeleton 15 No
2 4:59 Pyramid Mummydog 10, Pyramid Skeleton 20, Mummy 20 No
3 4:59 Pyramid Skeleton 10, Mummy 20, Pharaoh Snake 20 No
4 4:59 Mummy 10, Pharaoh Snake 20, Anubis 20 Up to 1 at a time
5 4:59 Pharaoh Snake 15, Anubis 35 Up to 2 at a time

Cool thresholds and chances for each monster (the number is the damage your finishing hit must show, then the chance that such a kill is a Cool):

Monster Easy Normal Hard Hell
Pyramid Mummydog Lv 39: Cool at 1,000+ damage, 10% Lv 44: Cool at 1,300+ damage, 10% Lv 49: Cool at 1,500+ damage, 10% Lv 59: Cool at 2,000+ damage, 10%
Pyramid Skeleton Lv 39: Cool at 1,000+ damage, 10% Lv 44: Cool at 1,300+ damage, 9% Lv 49: Cool at 1,500+ damage, 9% Lv 59: Cool at 2,000+ damage, 9%
Mummy Lv 39: Cool at 1,000+ damage, 8% Lv 44: Cool at 1,300+ damage, 8% Lv 49: Cool at 1,500+ damage, 8% Lv 59: Cool at 2,000+ damage, 8%
Pharaoh Snake Lv 39: Cool at 1,000+ damage, 7% Lv 44: Cool at 1,300+ damage, 7% Lv 49: Cool at 1,500+ damage, 7% Lv 59: Cool at 2,000+ damage, 7%
Anubis Lv 39: Cool at 1,500+ damage, 6% Lv 44: Cool at 1,800+ damage, 6% Lv 49: Cool at 2,000+ damage, 6% Lv 59: Cool at 2,500+ damage, 6%

The Pyramid's monsters give no EXP of their own and have no loot table of their own. The only things they can drop are the rare items any monster can drop: a Maple Leaf, a Chaos Scroll 60% or a Flaming Feather. The rewards of Nett's Pyramid are the rank EXP, the gem and the tomb chest.

The Pharaoh Yeti

From stage 4 onwards a Pharaoh Yeti prowls the field. It is the monster Duarte warns about: it does not count as a kill, and every hit on a solid Pharaoh Yeti is a Miss, whatever the damage.

  • About every 10 seconds the stage tops its yetis up to the limit (1 in stage 4, 2 in stage 5). A new one appears at the spot of a random living monster as a Transparent Pharaoh Yeti, and turns solid after about 90 seconds.
  • If you do defeat a solid yeti it comes back as a transparent one and turns solid again 15 seconds later, so it never really goes away.
  • Only the solid form punishes you. Keep your attacks away from it, and take care with area skills near it: every damage line that touches it is a separate Miss.

Pharaoh's Blessing and Rage of Pharaoh

The team's combined Hit and Cool total unlocks rewards during the run.

Total reached Pharaoh's Blessing (every member) Rage of Pharaoh
250 Pharaoh's Blessing Lv. 1 (100% Damage, Attack Speed +1) -
500 Pharaoh's Blessing Lv. 2 (200% Damage, Attack Speed +2) +1 charge
1,000 Pharaoh's Blessing Lv. 3 (300% Damage, Attack Speed +3) +1 charge
1,500 - +1 charge
2,000 Pharaoh's Blessing Lv. 4 (400% Damage, Attack Speed +4) +1 charge
2,500 - +1 charge
3,000 - +1 charge

The blessings are applied to every member for free (no item is spent). A Rage of Pharaoh charge is shared by the team. While the team holds a charge, a skill key appears under the counter panel; click it and every monster on the stage you are standing in is defeated at once (the Pharaoh Yetis excepted). Each monster felled this way counts as a normal Hit and refills the gauge by that much. Charges carry over from stage to stage but are lost when the run ends.

Leaving, dying and the leader

  • Forfeit. Duarte also stands on every stage. Talk to him and choose Leave to give up; you are sent back to Pyramid Dunes.
  • Dying. Dying does not remove you from the run, and you still share in the result at the end. A defeated character is revived at the stage's return point, which is the results room, and is moved on with the rest of the team when the next stage starts.
  • Disconnecting. A member who stays away for about a minute is dropped from the run.
  • The leader. A party run belongs to the leader. If the leader forfeits, leaves, disconnects, hands over leadership or disbands the party, the run fails for everyone. If any other member leaves, the run simply continues without them.

Results and rewards

Rank and EXP

When the last stage's clock ends (or the gauge empties), the team is moved to the results room, which shows the rank and the EXP. Your rank depends on the whole run's Hits + Cools:

Rank Hits + Cools needed
S 3,000 or more
A 2,000 or more
B 1,500 or more
C 500 or more
D fewer than 500 (no EXP)

The EXP is 2 per Hit + 10 per Cool + the rank's bonus from this table. Every member who is still in the run when it ends is paid the full amount.

Difficulty S A B C
Easy 60,500 55,000 46,750 22,000
Normal 66,000 60,000 51,750 24,000
Hard 71,500 65,000 55,250 26,000
Hell 77,000 70,000 59,500 28,000

For example, an Easy run with 2,900 Hits and 100 Cools is rank S and pays 2,900 x 2 + 100 x 10 + 60,500 = 67,300 EXP to each member.

A failed run (the gauge emptied before stage 5 ended) is ranked more strictly: it is rank C if it still reached 2,000 Hits + Cools, and then pays the C bonus plus the per-kill EXP; with fewer than 2,000 it is rank D and pays nothing. After about 10 seconds in the results room, a failed run is sent back to Pyramid Dunes.

The gem room

A run that was finished (all five stages, any rank, even D) moves on after 10 seconds to Shades of the Pyramid. Talk to Duarte there to receive Pharaoh Yeti's gem, one per member:

Run difficulty Gem
Easy Pharaoh Yeti's Sapphire
Normal Pharaoh Yeti's Ruby
Hard Pharaoh Yeti's Emerald
Hell Pharaoh Yeti's Topaz

The team has 5 minutes in the gem room, after which everyone is sent back to Pyramid Dunes. Duarte offers each member the gem only once.

!
Warning Make sure your Etc tab has at least one free slot before you say yes. If the tab is full, Duarte tells you to make room, but that run's offer has been used up: talking to him again just sends you out without the gem.

Pharaoh Yeti's Tomb

The gem is the key to a bonus fight. In Pyramid Dunes choose Enter Pharaoh Yeti's Tomb and pick the gem you want to spend. If you do not hold it, Duarte says You'll need a gem to enter Pharaoh Yeti's Tomb.

  • The tomb is a solo fight with a 120-second clock. The gem is taken from you the moment you enter, win or lose.
  • Pharaoh Jr. Yetis (1 HP each) wait at three spots: the middle of the floor, and higher up on the left and on the right. Defeat all of them before the clock runs out to earn the chest. If time runs out you are sent back to Pyramid Dunes with nothing.
  • The gem decides how many Jr. Yetis there are and which chest you earn.
Gem Jr. Yetis at each of the 3 spots Total Chest
Sapphire (Easy) 10 30 Pharaoh's Treasure Chest
Ruby (Normal) 15 45 Pharaoh's Treasure Chest
Emerald (Hard) 20 60 Pharaoh's Treasure Chest
Topaz (Hell) 20 60 Pharaoh's Treasure Chest (the Hell version)

The Jr. Yetis of the first three gems are Pharaoh Jr. Yeti (Lv 39); the Hell ones are Pharaoh Jr. Yeti (Lv 40).

!
Warning The chest is delivered the instant the last Jr. Yeti falls. Keep a free slot in your Use tab before you step in: if the tab is full at that moment the chest cannot be delivered, and there is no second try.

The treasure chests

Double-click a chest to open it. Roughly one double-click in three does nothing at all and the chest is kept, so simply try again; the odds below are for a chest that opens. The prizes land in your Use or Equip tab, so keep room in both.

Pharaoh's Treasure Chest (Easy, Normal and Hard gems):

Chance to open: 68.8%. Prize odds once it opens:

Prize Quantity Chance
White Pill 10 44.11%
Blue Pill 10 37.54%
Mana Elixir 7 6.44%
Unagi 7 5.79%
Elixir 5 4.16%
Power Elixir 3 1.59%
Pharaoh Belt 1 0.0459%
Scroll for Gloves for ATT 1 0.0153%
Chaos Scroll 60% 1 0.0031%
Clean Slate Scroll 1% 1 0.0031%
An attack scroll for a weapon: any one of 16 kinds (one-handed sword, axe and blunt weapon; dagger; wand; staff; two-handed sword, axe and blunt weapon; spear; pole arm; bow; crossbow; claw; knuckler; gun) 1 0.295% in all (0.0184% for each kind)

Pharaoh's Treasure Chest (Hell gem):

Chance to open: 68.8%. Prize odds once it opens:

Prize Quantity Chance
White Pill 10 44.12%
Blue Pill 10 37.55%
Mana Elixir 7 6.44%
Unagi 7 5.79%
Elixir 5 4.16%
Power Elixir 3 1.59%
Pharaoh Belt 1 0.0245%
The Immortal Pharaoh Belt 1 0.0092%
Scroll for Gloves for ATT 1 0.0153%
Chaos Scroll 60% 1 0.0031%
Clean Slate Scroll 1% 1 0.0031%
An attack scroll for a weapon: any one of 16 kinds (one-handed sword, axe and blunt weapon; dagger; wand; staff; two-handed sword, axe and blunt weapon; spear; pole arm; bow; crossbow; claw; knuckler; gun) 1 0.295% in all (0.0184% for each kind)

In plain numbers: a Pharaoh Belt comes out of about 1 chest in 2,200 from the Easy to Hard version and about 1 in 4,100 from the Hell version, and The Immortal Pharaoh Belt about 1 in 10,900 from the Hell version. Each opened chest is used up.

The Pharaoh Belt is a Lv 40 belt (W.DEF +25, M.DEF +25, HP +100, MP +100, 3 upgrade slots). The Immortal Pharaoh Belt is a Lv 80 belt (W.DEF +55, M.DEF +55, ATT +1, Magic ATT +2, 3 upgrade slots) and comes only from the Hell chest.

Protector of Pharaoh Medal

Every Hit and Cool of a finished run is added to a lifetime total for that character. At 50,000 the character can ask Duarte (Receive the Protector of Pharaoh Medal) for the Protector of Pharaoh Medal: STR, DEX, INT and LUK +1, Accuracy +5, Avoidance +5, HP +120, MP +120, Lv 40. Before you reach 50,000 Duarte tells you your current count. The medal is given once and cannot be traded.

A finished run's kills are added to the total the next time you collect a gem or ask Duarte for the medal. Do one of the two within a week of the run, or that run's kills may not be counted. Runs that failed never count.

Tips and common mistakes

  • Never hit the solid Pharaoh Yeti. Each hit line on it is a Miss, and in a party a Miss costs 10 to 15 gauge points.
  • Accuracy matters. A MISS floating off a monster costs gauge: 4 to 7 points alone, 10 to 15 in a party.
  • Keep killing from the first second. In a party the gauge drains 3 to 8 points a second (1 to 3 alone), so the whole team has to keep defeating monsters, and area attacks help a great deal.
  • Save Rage of Pharaoh charges for a bad moment. A charge clears the whole stage at once, which is the quickest way to refill a low gauge.
  • Strong finishing hits get Cools. Each monster has a damage threshold; high-damage attacks (the Pharaoh's Blessings boost your damage) make Cools far more likely, and a Cool refills 5 to 8 times as much gauge as a Hit.
  • Everyone still in the run is paid the same EXP, including teammates who died along the way.
  • Free your tabs first: Etc for the gem, Use for the chest, and Use and Equip for what comes out of it.
  • Choose the leader with care. If the leader leaves, the whole party fails.

See also