Beshmundir Temple

There is no Entry Quest for Beshmundir Temple, however, Silentera Canyon must be accessible in order to get to the entrance.

But beware, even though the path to Silentera Canyon may be open, it’s dangerous to go alone. Elyos, Asmodians, and Balaur often pass through Silentera Canyon on their way to Beshmundir Temple and elsewhere….

Elyos Entrance to Silentera Canyon

When the Elyos hold both fortresses in Inggison, the entrance to Silentera Canyon opens.

 

 The entrance to Beshmundir Temple is located in the southern part of Silentera Canyon. While players won’t encounter many monsters on the way, it’s best to travel in a Group in case of an encounter with Asmodian Daevas.

Asmodian Entrance to Silentera Canyon

 When the Asmodians hold both fortresses in Gelkmaros, the entrance to Silentera Canyon opens.

 

The entrance to Beshmundir Temple is located in the southern part of Silentera Canyon. While players won’t encounter many monsters on the way, it’s best to travel in a Group in case of an encounter with Elyos Daevas.

Beshmundir’s Walk and the Gate of Repose

Players will begin at Beshmundir’s Walk, a corridor with a switchback that leads to the Gate of Repose.

Captain Lakhara protects the Gate of Repose, and is Beshmundir Temple’s first Named Monster. Only by defeating Captain Lakhara will players be able to access the rest of Beshmundir Temple.

Named Monster 1: Captain Lakhara (aka the noob grinder)

Captain Lakhara is the first boss of Beshmundir Temple, and is designed to filter out Groups that are not prepared for the rest of the dungeon. If Groups have trouble with Captain Lakhara, or flat out cannot defeat him, it’s a fair assumption that the rest of Beshmundir Temple will be even more difficult.This encounter will require a Cleric and Templar, as Captain Lakhara’s burst damage combined with the healing debuff can be devastating.

Captain Lakhara will begin the fight with a Submissive Strike. This attack inflicts massive damage, and reduces the effect of healing on the target for 30 seconds. Lakhara will use this attack about once per 15 seconds, so expect it to be on the tank for most of the encounter.

Throughout the fight Captain Lakhara will raise his hands into the air and yell “Face my wrath!”. This signals that he is about to use Spinning Smash.

Captain Lakhara will then attack with 3 back to back Spinning Smash attacks, which will hit all targets in melee range. Lakhara tends to follow up the Spinning Smash attacks with a Submissive Strike. In addition to a high amount of initial damage, Spinning Smash also applies a damage over time effect to the target that lasts 15 seconds.

This is the most dangerous part of the encounter for the tank, as the effect of healing will be reduced from Submissive Strike, and Spinning Smash can cause a lot of damage. To mitigate some of the damage from Spinning Smash, the tank can take the first Spinning Smash, and then move out of range while Lakhara winds up for the following two. The entire Group is advised to use their best judgment to move out of range before Lakhara yells “Face my wrath!” to avoid the subsequent Spinning Smash attacks.

Lakhara will also use Seal of Victory, which raises his Evasion rate making him harder to hit. This buff can be dispelled by a Spiritmaster’s Dispel Magic.When Captain Lakhara drops below 10% HP, he will start using Certain Doom. Before unleashing this attack, a system message will display “Captain Lakhara is preparing his final strike!”. This attack can kill a tank in one hit, therefore, once Captain Lakhara reaches 10% it’s important to finish him as fast as possible, and for the tank to help soak the damage with any skills at their disposal.
Once Captain Lakhara is defeated, the gate behind him will open.

The Oracular Chamber

Once Captain Lakhara is defeated, it is possible to fight the next 9 boss monsters in whichever order. However, The Soulcaller is located in the Oracular Chamber, which is adjacent to the Gate of Repose.There is a Quest chain to access the true final boss of Beshmundir Temple, Stormwing, and one of the first steps of that Quest is associated with defeating The Soulcaller. In order to access the Oracular Chamber and The Soulcaller, players will need to be on the appropriate step of the Quest.

If players have not completed or acquired the Stormwing Quest chain, and thus cannot access The Soulcaller, Manadar in the Crypt of the Vanquished is a wise alternative.

Named Monster 1a: The Soulcaller

The Soulcaller has two abilities that can cause instant death to those who do not pay close attention, but these fatal abilities are simple to counter. The Soulcaller will begin the fight with an Earthly Retribution. This skill will inflict fatal damage to one player, but can be interrupted with silence, which almost necessitates the presence of a Ranger or Assassin.

The Soulcaller also uses Punishment; a shield which reflects 100% of the damage dealt back at the attacker, and lasts 5 seconds. When The Soulcaller begins casting Punishment, it’s essential that all damage stop until the buff wears off.

Throughout the encounter, The Soulcaller will fear players using Curse of the Legion, which lasts 2 seconds. Curse of the Legion may interrupt heals or tanking from time to time, but shouldn’t have a huge impact on the outcome of the encounter.

The Twisting Passage and the Crypt of the Vanquished

Once Captain Lakhara is defeated, players have access to Manadar and most of Beshmundir Temple’s Named Monsters. Manadar is located in the Crypt of the Vanquished, and is one of the easiest to reach from Captain Lakhara.

To reach Manadar, exit the Gate of Repose from the door that opened after Captain Lakhara was defeated, turn right, then take an immediate left and follow the stairs down. At the bottom of this area is the Acheron Mire, and to the right is the Crypt of the Vanquished. Bhemah stands watch in front of the corridor that leads to Manadar. Follow the corridor to its end to find Manadar himself.

Named Monster 2: Manadar

Manadar is a standard “Ranger” class monster; he will use ranged attacks, drop traps, and attempt to slow the tank with Hobbling Slash.This encounter is less healing intensive on the tank than Captain Lakhara, but there is a potential for more area of effect damage to the Group.

Manadar will begin the fight with Auspicious Spur, which decreases the tank’s evasion rate (nothing too heinous). Throughout the fight Manadar will use Hobbling Slash on the tank to slow their movement speed. Since there’s no need to move Manadar around, Hobbling Slash doesn’t seem like a huge issue.

However, Manadar will drop traps, which the tank will want to avoid when possible. The Explosion Trap will deal moderate damage in its area of effect, while the Shock Trap will deal a similar amount of damage and cause knockdown. The Cleric should be able to heal the tank through the traps, but other melee damage dealers should avoid all traps when possible.

On Normal Mode, Manadar will use the Explosion Trap often, dropping one to two at a time throughout the fight; Manadar will use Shock Trap less frequently. Ranged classes and healers should bunch up and remain at max range from Manadar. Use area of effect spells and attacks to destroy traps that appear near the ranged and healers.

While Manadar’s damage is nothing compared to Captain Lakhara, it can be a lot to keep up with when paired with traps.

The Acheron Mire and Macunbello’s Refuge

To reach the Acheron Mire, head back to the Twisting Passage from the Crypt of the Vanquished, and turn right, then proceed to the dock where the Plegeton Boatman awaits. To get to Macunbello, players will need to cross three islands. The Plegeton Boatmen will offer to ferry players across. On these islands are several Normal Monsters, as well as an Elite Brutal Soulwatcher. Killing the Brutal Soulwatcher releases the soul of a Plegeton Boatman, who will provide passage to the next island. Killing the normal monsters on the island weakens Macunbello.

To begin the Macunbello encounter, speak to the Plegeton Boatman on the dock near Calike. Be advised, falling in the water here is a bad thing, and tends to result in instant death. The boatman will provide passage to the first island. Players will have about 4 minutes 45 seconds to engage Temadaro, Macunbello’s Guardian, who patrols the shore leading to Macunbello’s Refuge.  Once Temadaro is engaged Macunbello will remain.

On each island it’s important to engage and defeat as many of the normal monsters as possible, in addition to the Brutal Soulwatcher. Area of effect skills come in handy to defeat the Normal Monsters. Remember, there’s a time limit, so balance defeating the Normal Monsters with reaching Macunbello in time.Depending on the number of Normal Monsters defeated, Macunbello will be stronger or weaker. If none of the Normal Monsters are defeated, Macunbello will deal colossal damage with his Shockwave and Tide of Darkness abilities, and Tide of Darkness is an area of effect skill that can hit the entire Group. If all the monsters are defeated, Macunbello will deal less damage.

Named Monster 3: Macunbello

Macunbello will begin the fight with the Devour Soul buff, which makes him invincible for a short time. Because it will be hard for a tank to build threat while this is happening, try to limit healing while the buff is active.
Once the Devour Soul debuff disappears, Macunbello can be engaged. Macunbello will cast Absorb Energy of Darkness on the tank, which will drain their MP. He will also use Tide of Darkness to deal area of effect damage to the Group, and Shockwave which will hit the tank.
It is possible to use the pillars in Macunbello’s Refuge to line of sight some of Macunbello’s attacks, but it should not be necessary on Normal Mode provided Macunbello has been weakened.

 

The Vault of the Conquerors

Drop down from Macunbello’s Refuge and players will find themselves in the Vault of the Conquerors. There are two bosses in the Vault of the Conquerors, and the Plaguebearer is the first. To reach the Plaguebearer, hang a right down the corridor at the end of the room, and follow the trail of slime.

The Plaguebearer (drives a van with curtains)

The Plaguebearer is a disgusting gelatinous blob that somehow managed to trap an innocent looking little girl inside of it.Players will fight The Plaguebearer inside of an enclosure that looks to be made of ooze. It’s essential to have ranged damage dealers for this encounter, as The Plaguebearer will spend about half of the fight hovering near the ceiling, and will be out of range of melee.

Many of The Plaguebearer’s abilities cause poisoning which cannot be removed. The tank can expect to have the effects of Plaguebearer’s Projectile Vomit and Plaguebearer’s Mucus on at all times. Each of these debuffs inflicts poison damage over time, and Plaguebearer’s Mucus will also decrease attack speed. The Plaguebearer will also use the Plaguebearer’s Digestive Fluid attack, which is an area of effect attack that will hit the entire Group.

In addition to its numerous abilities, The Plaguebearer will summon Plaguebearer Fragments throughout the encounter. The Plaguebearer Fragments are Elite Rank 4 monsters. Plaguebearer Fragments will cast Acid Spray, which deals moderate damage and applies a debuff that inflicts damage over time.The Plaguebearer will summon one to two Fragments at a time, and these can either be ignored in favor of beating down The Plaguebearer with all haste, or defeated before the little fiends overwhelm the Group

The Vault of the Conquerors Continued

Vehala the Cursed can be found at the end of the corridor that runs through the Vault of the Conquerors, and is a stone’s throw from the Plaguebearer.

Named Monster 5: (Corporeal) Vehala the Cursed

Vehala’s main skill is Implosion. When he yells “We shall all be redeemed.”, it signals that he is about to cast Implosion. Implosion causes massive damage and stuns all targets in the area of effect for 7 seconds. Following Implosion, Vehala is affected by the Petrification buff, which decreases his physical and magical defense. Once Petrification wears off, Vehala will use Powerful Strike on the tank, which causes massive damage.To overcome this encounter, it’s easiest to tank Vehala in the corner of the room, and have all players but the tank run out of range when Vehala starts casting Implosion. Following Implosion, damage dealers can move back in range and attack Vehala while his defenses are weakened, but it’s important to watch aggro as the tank will be stunned until Implosion wears off.

There is a chance that Vehala the Cursed will appear as a specter, and will have a few different abilities.

Most of Spectral Vehala’s abilities are identical to Corporeal Vehala’s abilities, with a few exceptions. Spectral Vehala will use Vengeful Spirit’s Scream on the tank, causing them to flee in terror for a short time. Vehala will stop using this at about 75% HP.

When Vehala dips below 25% HP, he will start using two consecutive Powerful Strikes after each Implosion, as opposed to one. These are the sole differences between Corporeal and Spectral Vehala the Cursed.

The Crypt of the Vanquished and Vault of the Conquerors Revisited

Throughout the Crypt of the Vanquished and the Vault of the Conquerors are Warrior Monuments. Ahbana the Wicked will appear in the Watcher’s Nexus after a certain number of Warrior Monuments in the Crypt of the Vanquished and the Vault of the Conquerors are destroyed.When a Warrior Monument is destroyed, the system message “Ahbana the Wicked is on alert” appears. When Ahbana has spawned, the system message “Ahbana the Wicked has appeared in the Watcher’s Nexus” appears.

The Watcher’s Nexus

To reach the Watcher’s Nexus, follow the Twisting Passage back to the Gate of Repose (where Captain Lakhara was previously). The Watcher’s Nexus will be on the right.

Named Monster 6: Ahbana the Wicked (now with 37% more wickedness!)

Ahbana the Wicked is a challenging encounter that requires patience and attention to detail. The most difficult part of the encounter is dealing with the effects of Weeping Curtain. This ability affects the entire Group, and renders healing ineffective for 15 seconds. Ahbana will cast this ability frequently, but there will always be a small window between one Weeping Curtain and the next where healers can use healing spells.The encounter begins with Ahbana the Wicked casting Weakness, which will decrease the Wind Resist of all in range, and lasts 60 seconds. The Group will be affected by this ability for most of the encounter. Later in the encounter, Ahbana the Wicked will start casting Current of Doubt, which will deal more damage to those affected by Weakness.

Soon after casting Weakness, Ahbana will cast the first Weeping Curtain, rendering healing ineffective for 15 seconds. Ahbana will also start releasing Soulforms.

When Ahbana releases a Soulform, a system message stating “The Subjugated Souls have been released!” is displayed. It’s important that the entire Group makes an effort to attack the Soulforms, as attacking a Soulform provides the Dark Judgment buff.

Dark Judgment decreases defense, but increases attack, increases casting speed (most spells become instant cast), and causes MP to regenerate. With instant cast healing spells, dealing with the effects of Weeping Curtain becomes much more manageable, and all classes, Sorcerers in particular, will be inflicting more damage to Ahbana. Make use of the Soulforms, and this encounter is over quick.

The Twisting Passage and the Forgotten Storeroom

When The Soulcaller has been defeated, players will receive the next part of the Quest sending them to the Forgotten Storeroom, which can be accessed by way of the Twisting Passage. The entrance to the Forgotten Storeroom is located in the Twisting Passage, just before the room where The Great Virhana resides, and just ahead of the ramp that leads to the Acheron Mire.

Inside the Forgotten Storeroom are two optional bosses related to the Stormwing Quest chain: Shadowshift and Thurzon the Undying. Shadowshift is the first.

Named Monster 1b: Shadowshift (a.k.a. a throbbing pain in the hind quarters)

Shadowshift might look simple on the surface, but this is one of the more difficult encounters in Beshmundir Temple. Shadowshift itself is dangerous, however, the additional monsters it summons will wreak the most havoc on the Group.
Shadowshift summons monsters called Black Dregs. The Black Dregs will use Pungent Odor, which is an area of effect attack that will inflict moderate damage to those in melee range. Black Dregs will remain until slain, and several dozen can be up at the same time. If too many Black Dregs are up at the same time, their area of effect damage will overwhelm the Group.

It’s easiest to have a ranged class, like a Ranger, tank this encounter, and have melee damage dealers focus on defeating the Black Dregs.

Shadowshift has a handful of skills in addition to its normal attack. Shadowshift will use Electrocution and Discharge on all targets that are attacking it. Players that are not inflicting damage to Shadowshift will not be hit by these attacks. Shadowshift will also use Grudge Slam, which inflicts moderate damage and pulls the target to Shadowshift.At 75%, 50%, and 25% HP, Shadowshift will chant “Rebirth… Rebirth… Rebirth”, which signals that it is using Immortal Reverie. This buff lasts a short time, and heals Shadowshift.For a menacing skeletal dragon with suffix like “the Undying” attached to its name, Thurzon dies like a frightened Drakie. However, there are still a few skills of which to be aware.

From the start of the encounter, Thurzon will be using Terrorizing Flame, which applies a debuff that drains MP, as well as Inevitable Flame, which inflicts moderate damage, decreases the target’s evasion rate, increases block, and cannot be avoided.
Once the Thurzon is at 75% HP, the encounter will get a little more interesting. Thurzon will summon an Immortal Watcher. The Immortal Watcher will use Draw Essence on all players, which will drain MP. Thurzon will also cast Mana Tap, which lasts 30 seconds and will heal Thurzon’s HP for the duration.

 

Players should move to stand near the Immortal Watcher as soon as possible, as it will start using Life Tap. Life Tap deals minor damage, but restores a significant amount of MP. The Immortal Watcher will despawn after a short time. At 50% and 25%, Thurzon will summon another Immortal Watcher, and repeat the above process.

Overall, this is an easy encounter, and all of the skills that drain MP can be offset by the Immortal Watcher’s Life Tap.

The Hero’s Vault

 

The Great Virhana blocks access to the final 5 Named Monsters of Beshmundir Temple, and is located in the Hero’s Vault. To reach the Hero’s Vault, head back to the Twisting Passage, and follow it to it end.

Named Monster 7: The Great Virhana (has a well earned name)

The Great Virhana earns his name with incredible damage and one-hit kills. This encounter is an old fashioned damage race to the finish, and if players don’t win the race, Virhana will make them pay. Virhana will begin the battle with the Seal of Reflection buff, which lasts 70 seconds and reflects long range attacks. This means that the entire Group will need to be in melee range with Virhana. Virhana will also use Massive Strike in between attacking the tank, which will hit all targets in melee range for massive damage.

In the first 70 seconds of the encounter, it’s important to use all buffs, skills, and abilities that increase damage, because when Seal of Reflection expires after 70 seconds, The Great Virhana will start using Virhana’s Curse.

Virhana’s Curse will deal fatal damage, and Virhana will target one player and cast the curse once every 10 seconds after Seal of Reflection expires. Virhana’s Curse has a 5 second cast time.

This means that, 70 seconds into the fight, Virhana’s Curse will be used on a random Group member, and Virhana will continue casting it every 10 seconds afterward. Keeping up with resurrections and healing becomes difficult if this lasts too long, so it’s important to do as much damage as possible as quick as possible, and defeat Virhana before he begins using Virhana’s Curse.

The Garden of the Dead and the Garden of the Entombed

When The Great Virhana is defeated, a passage opens up behind him that leads to the Garden of the Dead. Traversing this area can seem treacherous given the abundance of monsters, but large groups of monsters can be defeated with ease by utilizing the Explosive Roots.

 

Just gather up a bunch of monsters on top of an Explosive Root, take a swing at it, and it will explode killing the monsters.To find the next boss, proceed straight ahead from the entrance to the Garden of the Dead and around the giant monolith. Climb the hill for a bit, and Shulacks from the Nightshade Clan will start to appear. This area is called the Garden of the Entombed.

Named Monster 8: Dorakiki the Bold, Chopper, and Fixit

In the Garden of the Entombed is Dorakiki the Bold, the leader of the Shulack grave robbers known as the Nightshade Clan.

Dorakiki the Bold is the most dangerous foe in this encounter, and will require a full time tank and a dedicated healer. Dorakiki doesn’t hit too hard, but will apply about half a dozen debuffs to the tank that will deal damage over time, diminish statistics, and cannot be dispelled. Dorakiki’s debuffing abilities include Sluggish Cloud, which slows the target, Exhausting Cloud, which decreases the target’s attack speed, and Hazy Cloud, which decreases the target’s evasion.
In addition to debuffs, Dorakiki’s damage over time abilities include Violent Cloud, which causes poison but increases block, as well as Itching Cloud, Tickling Cloud, and Stinging Cloud which only cause poison. The tank can be inflicted with as many as 7 debuffs and damage over time abilities simultaneously, so it’s important to stay on top of healing.

The Garden of the Dead and the Blue Flame Incinerator

The next Named Monster is Flarestorm, which resides at the Blue Flame Incinerator connected to the Garden of the Dead. To reach the Blue Flame Incinerator, head up the path towards the Temple of Eternity. In the middle of the path and to the right is a stone arch. Pass through it to find Flarestorm.

To access Flarestorm, players will need to be on the correct step of the corresponding Quest. Otherwise, players will not have the key needed to unlock the Blue Flame Incinerator.

Named Monster 1d: Flarestorm

Flarestorm will begin the encounter with Pressure Wave, and follow Pressure Wave with Shroud of Ash. Shroud of Ash has a long cast time, and applies a debuff that inflicts periodic damage, but increases Darkness Defense.  The Shroud of Ash debuff will prevent players from receiving colossal damage from Orb of Annihilation, which Flarestorm will cast soon after.Pressure Wave deals moderate damage, and can be avoided by moving out of melee range, but it’s easier for the Group to remain in range for Pressure Wave, and thus ensure that the entire Group receives Shroud of Ash.

At 80%, Flarestorm will summon an additional Monster called a Calamity. The Calamity is a Rank 4 Normal Monster, and doesn’t have much health. However, if the Calamity is left alive for too long, it will sacrifice itself with Reckless Abandon, and deal massive damage to all targets in melee range.

The best strategy for dealing with the Calamity is to kill it before it has a chance to use Reckless Abandon. Combine Reckless abandon with an ill-timed Pressure Wave, and it can spell disaster for the Group.

Flarestorm will summon a Calamity again at 60%, 40%, and 20%.

The Garden of the Dead and the Temple of Eternity Entrance

Taros Lifebane is the next Named Monster, and is located near the Temple of Eternity Entrance.  To reach Taros, follow the path that leads out of the Garden of the Dead, and climb the path that parallels the cliff face.

Named Monster 9: Taros Lifebane

Taros Lifebane guards the entrance to the Temple of Eternity, and also carries the Temple of Eternity Key. Despite a foreboding appearance, Taros Lifebane is one of the easiest Named Monsters in Beshmundir Temple.Taros only has one unique attack: Wrathful Strike. This attack inflicts massive damage, decreases the target’s evasion, and increases their block. While the damage of this attack is significant, it’s nothing that a Cleric shouldn’t be able to heal through. Wrathful Strike is a frontal cone attack, so melee, ranged, and healers should not stand in front of the boss.

When Taros is at about 75% HP, he will start using the Frantic buff, which increases his attack speed. A Spiritmaster can dispel the Frantic buff with Dispel Magic.

When Taros has Frantic active, healing can be a little intense, but with or without a Spiritmaster, the Frantic buff will not have much effect on the outcome of the encounter.

Heal the tank, stand to the side, and Taros will fall over.

The Temple of Eternity

The Temple of Eternity boasts some impressive architecture and is protected by several dozen Balaur. In order to access the Ritual Chamber where Isbariya the Resolute resides, players will need to defeat a series of Gatekeepers and Protectors in search of the Ritual Chamber Key.

 

Gatekeeper monsters will spawn on the first floor of the Temple in predetermined locations. The Gatekeepers are: Gatekeeper Darfall, Gatekeeper Kutarrun, Gatekeeper Rhapsharr, and Gatekeeper Samarrn. Each Gatekeeper carries a key to one of the four chambers surrounding the Ritual Chamber.  The four chambers are: Meditation Chamber, Contemplation Chamber, Petition Chamber, and Supplication Chamber. Inside each chamber is a Protector monster.

Defeat the Protector, and another Gatekeeper will spawn. However, beside each Protector, there is a chance that the Mystery Box will spawn.

The Mystery Box contains the Ritual Chamber Key leading to Isbariya the Resolute.

Players might defeat one Gatekeeper and find the Mystery Box in the corresponding Chamber, or might have to defeat all four Gatekeepers and Protectors to acquire the Ritual Chamber Key; it’s just a matter of luck.

Named Monster 10: Isbariya the Resolute

Stormwing might be the final boss of Beshmundir Temple, but in some respects, Isbariya the Resolute is just as difficult.
Isbariya the Resolute is one of the more complex encounters in Beshmundir Temple. The encounter can be broken down into four phases, and in each phase players will often have to perform tasks outside of their standard class roles.This encounter is about as anti-tank and spank as it gets in Aion.

Phase 1

Before engaging Isbariya, note the location of the two artifacts in front of him.
The blue artifact on the left side is the Divine Artifact. Striking this artifact with an auto-attack provides the player and any surrounding allies with the Foul Shroud buff, which reduces the damage from Seething Explosion for a short time.
The red artifact on the right side is the Magic Artifact. Striking this artifact with an auto-attack provides the player and any surrounding allies with the Abjurant Mantle buff, which reduces the damage from Arcane Combustion for a short time.

Once Isbariya the Resolute is engaged, he will begin casting Seething Explosion and Arcane Combustion. These abilities will deal fatal damage, and must be avoided to survive. To mitigate the effects of Seething Explosion and Arcane Combustion, players must receive the corresponding artifact’s buff.
Attacking an artifact will provide the attacker and any allies in close range with a buff that will mitigate the damage from Seething Explosion or Arcane Combustion.

Phase 2

 

When Isbariya is at 75% HP, Phase 2 will begin. In this phase, Isbariya stops all abilities from Phase 1, and begins transforming Group members into spirits and summoning Sacrifical Souls. The Sacrificial Souls will spawn behind Isbariya the Resolute, and begin walking towards him. Should a Sacrificial Soul reach Isbariya, he will unleash a powerful attack that can devastate the Group.

Isbariya will spawn about 7-14 Sacrifical Souls behind him at a time, and will transform 1-2 players into spirits. Note that the tank, or the target that has enmity, cannot be affected by the transformation, but all others can. Players who have been transformed into spirits will only have access to auto-attack, and cannot use other abilities.

Defeat the souls as soon as possible, and push Isbariya to 50% HP.

Phase 3

At 50% HP, Isbariya the Resolute will begin summoning Apocalyptic Energy, and will discontinue all abilities from Phase 2. The Apocalyptic Energy are small spheres of energy that float around the room, and aggro and de-aggro on random Group members.The best strategy for dealing with the Apocalyptic Energy spheres is to kite them around the room until their aggro switches to another target. The Apocalyptic Energy can do a lot of damage with Murderous Intent, and having to heal that target and the tank can strain the Cleric or Chanter.

Phase 4

At 25% HP, the final phase begins. Isbariya will discontinue all abilities from Phase 3, and begin summoning Holy Servants, which will drain HP and MP if not destroyed. It’s important that all damage dealers switch to these Holy Servants and destroy them as quickly as possible, then switch back to Isbariya the Resolute.

The Prison of Ice

Players will be able to access Stormwing once Isbariya the Resolute has been defeated. Stormwing resides in the Prison of Ice, which can be accessed via the orb on the pedestal behind Isbariya the Resolute.

Named Monster 1e: Stormwing

If Beshmundir Temple: Normal Mode were a sandwich, Isbariya the Resolute would be a gluttonous dollop of hot mustard, Shadowshift would be an oversized pickle, and Stormwing would be a barbequed semi truck tire tucked between two slices of toasted artisan bread. The point of this metaphor? The Stormwing encounter is difficult to swallow.This encounter is by far the most challenging encounter in Beshmundir Temple, but for those bold enough to make an attempt, here is how best to do it.

Stormwing will begin the encounter with several heinous skills which include Midnight Wind, Distant Wind, and Threshing Wind.

Midnight Wind inflicts massive damage in a frontal cone, and applies a debuff that decreases physical and magical defense for 10 seconds. Distant Wind inflicts massive damage to a single target. Threshing Wind inflicts massive damage to all targets in melee range, and stuns for 1 second.

To avoid Midnight Wind, it’s advised that only the tank stand in front of Stormwing, and all others stand at his flanks. When Stormwing starts casting Threshwing Wind, all players should move out of melee range to avoid it. When the tank moves out of melee range, Stormwing will often pursue the tank and use Savage Teeth, which inflicts massive damage and causes knockdown for 1 second. Stormwing will also use Savage Teeth at random from time to time.

 

The Group will need to spend much of the Stormwing encounter in motion. Stormwing will begin summoning Sharp Twisters and Root Twisters soon after he is engaged. These twisters tend to start inside of Stormwing and move outward in random directions. However, Stormwing will also spawn Twisters at the four corners of his hit box from time to time. It’s in the Groups best interest to avoid Twisters when possible.If a Sharp Twister hits a player, it will use Blade Cyclone, which inflicts massive damage and applies a debuff that inflicts damage over time and decreases movement speed. If a Root Twister hits a player, it will use Restraining Gust, which inflicts moderate damage and immobilizes the player mid-air for 4 seconds.

From 100% HP to 50% HP, Stormwing will spawn Twisters based on the amount of damage per second he receives; more damage per second means more Twisters. It’s in the Groups best interest to do slow damage per second from 100% to 50%

When Stormwing hits 50% HP, he will begin summoning a great deal more Twisters. Evading the Twisters after 50% is much more difficult, but at this point it’s also important to start piling on the damage.

 

Stormwing will start using Dragon’s Quake at 50%, which inflicts massive area of effect damage, and stuns all targets for 1 second. Dragon’s Quake has the same attack animation as Threshing Wind, but has double or triple the range. It is possible to get out of range of Dragon Quake, but it can be difficult as it has a short cast time.

Once Stormwing reaches 35% HP, he will discharge a Shocking Bolt from time to time, which inflicts massive damage to all targets in melee range. More or less, Shocking Bolt is just another area of effect attack to deal with from Stormwing with love.

Stormwing has no more surprises after 35%, but this part of the encounter is by far the most challenging.

 

 

 

 

 

 

 

Abyssal Splinter

The Abyssal Splinter is a instance located in the Divine Fortress, and is also the first Instanced Dungeon designed for an Alliance of players, rather than a standard Group.
Alliances of up to 12 Daevas can enter the Abyssal Splinter. There is no entry Quest, and all players level 50 and above can enter. However, the Abyssal Splinter is designed for players 55+, and lower level players may find themselves overwhelmed.
Like the Upper Abyss Fortress Instanced Dungeons (ie. Krotan Chamber), the final Named Monster, Yamennes, has a normal mode and a hard mode (Yamennes Blindsight and Yamennes Painflare respectively). When defeated, Yamennes Painflare will spawn treasure boxes containing better loot than its normal mode counterpart, Yamennes Blindsight.

On the path to the final Named Monster of the Abyssal Splinter, Yamennes, players will encounter three other Named Monsters: Pazuzu the Life Current, Kaluva the Fourth Fragment, and Dayshade.
Defeating these Named Monsters will cause three things to happen: a single Abyssal Treasure Box will spawn, which has a chance to contain Fabled weapons, armor, and accessories. In addition, three Genesis Treasure Boxes will spawn, which contain Ancient Relics and Medals.
Defeating the three Named Monsters will also cause a Huge Aether Fragment to spawn. These Huge Aether Fragments are tied to Yamennes, the final Named Monster. By defeating all three previous Named Monsters and destroying their Huge Aether Fragments, Yamennes will spawn as Yamennes Painflare, the “hard mode” final Named Monster.

If players opt not to destroy the Huge Aether Fragments, Yamennes will spawn as Yamennes Blindsight, the “normal mode” final Named Monster.

Yamennes Painflare is a great deal more difficult than Yamennes Blindsight, but also has a chance to drop Eternal grade weapons from the Yamennes series.

Yamennes series weapons are hawt!

 

Unlike other Instanced Dungeons, there’s no need to worry about getting lost in the Abyssal Splinter; the path is completely linear. Just keep moving forward, and after three Named Monsters and a steep descent, players will find the Artifact of Protection, which, once activated, will spawn Yamennes (the final boss).

Players will begin at the Splinterpath, where an Enos Protector stomps a group of careless Balaur.

 

 

Players can avoid this encounter by waiting a few moments and allowing the Enos Protector to drive the Balaur back.

 

Following the Splinterpath, players will encounter Orkanimums and Ametgolems.

 

 

While players can enter the Abyssal Splinter at level 50, be prepared for a challenge. Most of the Monsters are level 55 Elite, and all of the Named Monsters (with the exception of Dayshade) are level 55 Legendary.

 

 

At the end of the Splinterpath is Pazuzu’s Sanctuary, and the first Named Monster of the Abyssal Splinter, Pazuzu the Life Current.

Pazuzu the Life Current

Pazuzu the Life Current might seem beautiful, but her attacks are deadly. Those unprepared for this encounter will be a stain and a pile of feathers on the floor of Pazuzu’s Sanctuary in a matter of seconds.
Pazuzu will begin the encounter by applying the Resistance debuff to the tank. This debuff inflicts damage over time, reduces Evasion, and cannot be removed. In addition, Pazuzu will use the Vitality Loss debuff often, which inflicts minor damage and applies a damage over time effect to the target.
The damage over time from these two debuffs paired with Pazuzu’s melee attacks can pile up fast, so it’s important that the tank have at least two dedicated healers at all times. In regards to Pazuzu’s melee attacks, recognize that as she is a Legendary grade Named Monster, she hits like a sledge hammer compared to most Heroic Named Monsters like those in Lower Udas Temple or Beshmundir Temple (exception: Stormwing).
While being tanked, Pazuzu will use Aether Storm often, which inflicts minor damage to all targets in a frontal cone.
Learning to manage the encounter as it is described above is paramount to success, however, Pazuzu has a few more tricks up her sleeve (or skirt…or ruff…or wherever she would conceal tricks).
Every 70 seconds, Pazuzu will chant “Oh, Breath of Life, return to the embrace of Pazuzu!”, and summon a number of Luminous Waterworms. The Luminous Waterworms appear in the 6 pools of water surrounding Pazuzu, and will cast two buffs on her: Reflective Barrier and Replenishment.

 

Despite the prefix of “reflective”, Reflective Barrier does not reflect attacks, but does make Pazuzu immune to all attacks. Replenishment will recover Pazuzu’s HP, though the amount and speed at which it recovers is negligible.
In order to continue attacking Pazuzu, players will need to slay the Luminous Waterworms. Once the Waterworms are slain, both the Reflective Barrier and Replenishment buffs will disappear. It’s worth noting that while the buffs are active, Pazuzu will still attack and use all of the abilities at her disposal. This makes killing the Luminous Waterworms a high priority.
At first, Pazuzu will summon 2 Waterworms, at 70% HP, she will summon 3 Waterworms instead of 2, and at 40%, she will summon 4 Waterworms instead of 3.

Once Pazuzu is defeated, she will spawn 3 Genesis Treasure Boxes and 1 Abyssal Treasure Box. The Genesis Treasure Boxes contain Abyss Relics and Medals, while the Abyssal Treasure Box contains Abyss Relics and Medals, and has a chance to contain Fabled shoulder armor from the Forgotten Abyssal series.

 

3 Genesis Treasure Boxes and 1 Abyssal Treasure Box

Pazuzu’s Treasure Box

 There is also a chance that Pazuzu’s Treasure Box will spawn, which contains a Quest item that can be turned in for a Fabled necklace!
Once Pazuzu is defeated, a Huge Aether Fragment will appear. Players desiring to face Yamennes Painflare (the “hard mode” final Named Monster) should destroy the Huge Aether Fragment, otherwise, leave it alone.

 

 

Exiting Pazuzu’s Sanctuary leads to the Storm Cave. When first entering the Storm Cave, a persistent bunch of Drakan will emerge from the caves and once again meet their doom beneath the foot of an Enos Protector.In the Storm Cave is a Fallen Shugo related to a Quest from the Black Cloud Traders.

Once past the Storm Cave, players will find themselves on a sky bridge that leads to the Spiral Corridor. Take a look off the left side of the bridge to catch a glimpse of Kaluva, the second Named Monster of the Abyssal Splinter.

Proceed deeper into the Spiral Corridor and players will encounter a Broken Orkanimum. Click on the Orkanimum to receive the Weird Orkanimum Fragment, which starts a Quest.

 

Inhabiting the Spiral Corridor are numerous Flash Lapilimos and Noble Lapilimas, which are related to Fabled armor Quests.

 

Follow the Spiral Corridor to its end and players will find Kaluva’s Nest, where Kaluva the Fourth Fragment resides.

Kaluva the Fourth Fragment (ate Fragments One through Three)

The first thing players often ask about Kaluva is, if Kaluva is the Fourth Fragment, then where are Fragments One, Two, and Three? The answer: Kaluva devoured them to gain six more limbs. Now, that might not be accurate, but nevertheless, Kaluva is a formidable Named Monster.
Kaluva the Fourth Fragment is one of the more complex encounters in Abyssal Splinter, and players will need to divide their healing, damage, and (in some cases) tanking amongst different targets.
Kaluva will begin the encounter with several abilities that it will use on the tank or primary target, the first of which is the Agonizing Cramps debuff. This debuff inflicts damage over time and decreases the target’s movement speed and attack speed. Agonizing Cramps lasts 60 seconds, thus, the tank can expect to have it on for most of the encounter.
Kaluva will also use Binding Web, which immobilizes the target for 4 seconds, as well as Powerful Brandish, which inflicts massive damage and stuns the target for 1 second.
Kaluva will use the above skills mostly on its primary target, but there is far more to this encounter than just what is above.

The skill that the entire Alliance will need to watch out for is Constricting Webs. This skill will entrap a random target (including the tank or primary target) in a cocoon, and cause them to suffer periodic damage. While entrapped in the cocoon, the player inside cannot act, and the damage over time is significant.
To counter Constricting Webs and rescue the player inside, the rest of the Alliance will need to switch damage to the cocoon (which can be targeted like a regular monster) and destroy it as quickly as possible.

 

In addition to Kaluva’s abilities, players will have to deal with the four Kaluva’s Spawners located in the four corners of Kaluva’s Nest. The Spawners begin the encounter with the Hard Eggshell buff, which absorbs 90% of the damage received.
Throughout the encounter Kaluva will pause to cast Hatch on the Spawners. Prior to casting Hatch, Kaluva will apply the Maternal Instinct buff to itself, which makes it invulnerable to all forms of damage. The Hatch buff will replace the Hard Eggshell buff, and allow players to inflict normal damage to the Spawner.
Hatch lasts 20 seconds, and if the Spawner is not destroyed before the buff expires, the Spawner will spawn additional monsters to aid Kaluva. Each Spawner will spawn different additional monsters ranging from Normal to Hero grade.

 

Because Kaluva is invincible while Hatch is in effect, all damage must switch to the Spawner to destroy it. Prevent Kaluva’s Spawners from functioning, and this part of the encounter won’t hinder the Alliance’s success.

 

If the Spawners do spawn additional monsters, it will be either 12x Kaluva’s Debris, 2x Kaluva’s Limbs, 1x Kaluva’s Underling, or 1x Kaluva’s Limbs and 3x Kaluva’s Debris. Kaluva’s Debris will use Malicious Infection, which applies a debuff that inflicts damage over time, while Kaluva’s Limbs and Kaluva’s Underling will use Nerve Paralysis which applies a debuff that causes paralysis and decreases movement speed.

 

Learn to handle all of the above abilities, and Kaluva the Fourth Fragment will fall. The Abyssal Treasure Box that Kaluva spawns upon defeat has a chance to contain Fabled gloves from the Forgotten Abyssal series.

 

Once Kaluva has been defeated, be sure to loot the Abyssal Fragment from the Abyssal Treasure Chest.

The Abyssal Fragment will unlock the gate leading to the next Named Monster. Players desiring to face Yamennes Painflare (the “hard mode” final Named Monster) should also destroy the Huge Aether Fragment spawned by Kaluva, otherwise, leave it alone.

Beyond Kaluva’s Nest lies Chaos Way, and a group of Enos Grapplers that will need to be defeated before the next Named Monster, Dayshade, is accessible.

 

Use the Abyssal Fragment on the gate at the end of Chaos Way to access The Crystal Mezzanine. Here players will find Dayshade.

 

Dayshade (Rukril and Ebonsoul)

Dayshade appears as one monster at the start, but when approached, Dayshade will split into two different monsters: Rukril and Ebonsoul.

 

Rukril

Ebonsoul

 The key to this encounter is splitting the Alliance up into two Groups, with one Group on Rukril and one Group on Ebonsoul. Each Group will need a dedicated healer and a tank, and it’s best to have magical damage dealers on Rukril and physical damage dealers on Ebonsoul (why will be revealed shortly).

In order to overcome this encounter, Rukril and Ebonsoul must be defeated within one minute of each other (otherwise the one killed first will respawn). This might seem simple, but it can be challenging due to the effects of Umbral Barrier and Splendid Barrier. But first, an explanation of Rukril’s and Ebonsoul’s skills.
Rukril and Ebonsoul share a number of skills. The first, Resistance, is the same skill used by Pazuzu the Life Current. Resistance will apply a debuff that inflicts damage over time, reduces evasion, and cannot be removed. The tank can expect to have Resistance on for most of the fight.
In addition to Resistance, both Rukril and Ebonsoul use the Deafening Confusion and Crystal Fragment skills. Deafening Confusion applies a debuff that decreases accuracy and movement speed, while Crystal Fragment is an attack that will inflict massive damage.
Rukril and Ebonsoul also have a handful of skills that, while unique, are similar in effect. For example, Ebonsoul will apply the Umbral Blessing buff to itself, which increases attack power and defense, while Rukril will apply the Splendid Blessing buff to itself, which increases critical hit chance and magical defense (this is the reason why magical damage dealers should be on Ebonsoul).
Rukril and Ebonsoul will apply their Blessings to each other if in close proximity, so it’s a good idea to keep them apart.
The primary challenge of this encounter is dealing with the effects of Splendid Barrier (Rukril) and Umbral Barrier (Ebonsoul). These two buffs render Rukril and Ebonsoul invulnerable to damage, and can be difficult to purge. Aratus (Elyos) and Gwal (Asmodian), who stand outside the entrance to the Abyssal Splinter, offer a brief explanation.

 

Once Rukril and Ebonsoul apply the Splendid Barrier and Umbral Barrier buffs, the two will begin spawning additional monsters called Piece of Splendor and Piece of Midnight; Rukril spawns Pieces of Splendor, and Ebonsoul spawns Pieces of Midnight. To dispel the Splendid or Umbral Barrier, the Piece spawned from the opposite monster will need to be destroyed in close proximity of the Piece spawned from the corresponding monster.

 

Piece of Splendor

Piece of Midnight

 That sounds confusing, so think of it like this: to dispel Ebonsoul’s Umbral Barrier, players must destroy a Piece of Splendor in close proximity of a Piece of Midnight. To dispel Rukril’s Splendid Barrier, players must destroy a Piece of Midnight in close proximity of a Piece of Splendor.

Once the Alliance has figured out how to handle Splendid Barrier and Umbral Barrier, there are no more surprises until Rukril and Ebonsoul are defeated. Remember, the two must be defeated within one minute of each other, and it might be less than that as Splendid and Umbral Barrier cannot be dispelled without Pieces of Splendor and Pieces of Midnight present.

 

When defeated, the Abyssal Treasure Box that Dayshade spawns has a chance to contain shoes and leg armor from the Forgotten Abyssal series.

The Splintercore

Destroy the final Huge Aether Fragment here and Yamennes Painflare (the “hard mode” final Named Monster) will spawn when the Artifact of Protection is activated (and provided the Huge Aether Fragments spawned by the other Named Monsters have been destroyed as well).
Players will also have the opportunity to pick up an item that provides a Quest before descending into the Splintercore.

 

Elyos players can walk behind where

Rukril stood to find the Polearm of Akarios

Asmodian players can walk to the right of where

Ebonsoul stood to find the Worn Book

In addition to these new Quests and the treasure hoard from Rukril and Ebonsoul, the next area has treasure boxes scattered across several platforms leading down into the Splintercore.
Glide down and collect the treasure boxes along the way!
There is an elevator that will transport players back up if desired (or in case any treasure boxes are missed on the way down).
Drenite and Turquoise deposits litter the Splintercore; an Essencetapper’s dream!
Activate the Artifact of Protection, and depending on whether players chose to destroy the Huge Aether Fragments, they will face Yamennes Blindsight or Yamennes Painflare. Be advised, Yamennes Painflare is no joke. If this is the Alliance’s first time in Abyssal Splinter, defeating Yamennes Blindsight will be a much more attainable goal.

Yamennes Blindsight and Yamennes Painflare

Both Yamennes Blindsight and Yamennes Painflare are challenging encounters that will require players to frequently divide their attention between different targets. Because the two Named Monsters share most of the same abilities, this strategy will describe Yamennes Blindsight and make note when there are differences specific to Yamennes Painflare.

 

Yamennes Blindsight

Yamennes Painflare

 Yamennes will spawn as soon as players try to activate the Artifact of Protection. Note that Yamennes will not attack until engaged, so players will have time to set up around the room before beginning the encounter.

Yamennes will start the fight with several “at will” abilities which it will use throughout the encounter. Yamennes primary abilities are Crystal Wave and Crystal Collision. Crystal Wave will inflict moderate damage in a frontal cone and drain MP. Crystal Collision will inflict moderate damage in an area of effect around the target and stun for 1 second. Crystal Collision only targets one player, thus, players can minimize its effect by spreading out.

In addition to the above abilities, Yamennes will cast Resistance (the same skill used by Pazuzu the Life Current and Rukril and Ebonsoul) on the primary target, which will inflict periodic damage, reduce evasion, and cannot be removed.
Yamennes’ other two primary skills are Unstable Earth and Exhaustion. Unstable Earth will inflict massive damage in an area of effect and stun for 4 seconds, while Exhaustion applies a debuff that decreases attack speed for 3 seconds.

 

 

Yamennes Painflare has two additional skills that drastically alter the encounter.

 The first is Healing Impairment, which Yamennes Painflare will cast on the primary target (hopefully the tank) after about 60 seconds. This debuff lasts for 60 seconds, renders all healing on the target ineffective for its duration, and cannot be dispelled. Before casting Healing Impairment, Yamennes Painflare will reset its threat, and notify players with a system message that states:

Yamennes threat level has been reset!

When this occurs, another tank will need to pick up Yamennes Painflare and begin generating threat.

The previous tank needs to avoid being hit as much as possible (basically hide in a corner), as Healing Impairment will prevent them from being healed. When Healing Impairment ends, the tank previously affected by Healing Impairment will need to move back to Yamennes and begin tanking it again, as the tank on Yamennes will be hit by Healing Impairment, and the above process will repeat.

Yamennes Painflare has one more skill of note: Delirium. The Delirium buff will increase Yamennes’ attack, defense, and crit strike, and lasts for 30 seconds. Yamennes will apply this buff to itself as the encounter wears on. With Delirium on, certain abilities, like Crystal Wave, will inflict fatal damage. Luckily, Delirium can be dispelled, just make sure it’s dispelled right away.

Surviving these skills can be challenging, but the additional monsters Yamennes summons make this encounter maddening.

 

First, note the locations of the Teleportation Devices around the room, as these will be important for dealing with the summoned monsters. Yamennes will summon two types of additional monsters: Summoned Lapilima and Summoned Orkanimums.

 

When Yamennes summons the Summoned Lapilima, Spawn Gates (which can be destroyed) will appear on top of the three Teleportation Devices. The Summoned Lapilima will appear inside the Spawn Gates and move towards Yamennes.

The Summoned Lapilima don’t have much HP and are easily slain, but should one reach Yamennes, it will apply several buffs. The first buff, Lapilima’s Shield, causes Yamennes to reflect all damage, and lasts 30 seconds. The second buff, Lapilima’s Healing, causes Yamennes to regenerate 3% HP every 3 seconds, and lasts 30 seconds. Both of these buffs can be dispelled, and will need to be dispelled immediately should Yamennes receive either.The top priority is to destroy the Summoned Lapilima, but destroy the Spawn Gate, and the Summoned Lapilima will no longer spawn. It’s a good idea to divide up the damage dealers, two to each Spawn Gate, and have one focus on defeating the Summoned Lapilima while the other focuses on the Spawn Gate.

The Teleportation Devices are more than just markers for Spawn Gates, and will be needed to defeat the second kind of summoned monsters. When Yamennes summons the Summoned Orkanimums, three Spawn Gates will appear on the ledges above the Teleportation Devices. Use the Teleportation Device, and players will teleport to the ledge above where they can then proceed to destroy the Spawn Gate.

 

The Summoned Orkanimums don’t do much compared to the Summoned Lapilima, however, the combined damage of several Orkanimums can start to wear down healers. The Orkanimums will also use the Crystal Rain attack, which applies a debuff that decreases movement speed for 2 seconds. Have melee damage dealers teleport to the ledge and handle the Orkanimum Spawn Gates, while ranged damage dealers handle the Orkanimums themselves.

 

In addition to the Summoned Lapilima and Summoned Orkanimums, Yamennes Painflare will summon an additional type of monster called Summoned Ametgolems.

Rather than spawning from a Spawn Gate, three Ametgolems will simply appear near Yamennes. Unlike the Lapilima and Orkanimums (which die rather fast), the Summoned Ametgolems are Hero grade monsters, and will need to be tanked and killed as soon as possible.

Once players have control of the additional monsters, the Yamennes encounter proceeds rather smoothly. Don’t let the Summoned Lapilima reach Yamennes at any cost, and deal as much damage as possible to Yamennes between killing the summoned monsters. Yamennes has a lot of HP, so don’t expect this encounter to be over quickly. Keep the summoned monsters under control, and the final boss of the Abyssal Splinter will fall (and hopefully leave behind some fat loot)!

 

Abyssal Splinter Named Monsters:

Due to its linear layout, the Abyssal Splinter is a very straightforward (albeit challenging) Instanced Dungeon. On the way to the final Named Monster, Yamennes, players will face three  other Named Monsters.

Unlike other Instanced Dungeons where the monsters themselves drop loot, the Named Monsters in the Abyssal Splinter will spawn four treasure boxes upon death (one Abyssal Treasure Box and three Genesis Treasure Boxes). Contained within these treasure boxes are Fabled weapons, armor, and accessories, Kinah, and Ancient Relics.
The final Named Monster, Yamennes, has two forms: Yamennes Blindsight and Yamennes Painflare. Yamennes Painflare is the more difficult of the two, and can be spawned by destroying the three Huge Aether Fragments that appear after the preceding Named Monsters are slain.
The Abyssal Treasure Box that spawns following Yamennes Painflare’s death has a chance to contain Eternal grade weapons from the Yamennes series, as well as all the loot from Yamennes Blindsight.

Pazuzu the Life Current

An Aether creature of incredible beauty and grace that protects the inner sanctum of the Abyssal Splinter. Pazuzu the Life Current can be found in Pazuzu’s Sanctuary.

Upon death, Pazuzu the Life Current has a chance to spawn Pazuzu’s Treasure Box (in addition to the Abyssal Treasure Box and Genesis Treasure Boxes). Pazuzu’s Treasure Box contains an item that starts a Quest, the reward from which is a Fabled necklace.

Kaluva the Fourth Fragment

A monstrous Arachna infused with Aether, Kaluva the Fourth Fragment resides in Kaluva’s Nest, and guards the Abyssal Fragment needed to venture deeper in to the Abyssal Splinter.

 

Dayshade

A polar Aether creature that brandishes the powers of both light and darkness, Dayshade splits into Rukril and Ebonsoul when threatened.

 

Yamennes Blindsight

An ancient Aether creature wrought of malice and insanity, and tasked with safeguarding the Artifact of Protection. Yamennes Blindsight is the final Named Monster of the Abyssal Splinter.

 

Yamennes Painflare

Yamennes Painflare’s strength is endless, its madness consuming, and its will to protect the Artifact indomitable. Yamennes Painflare is the true final Named Monster of the Abyssal Splinter.
Players can spawn Yamennes Painflare by destroying the three Huge Aether Fragments which appear when the prior Named Monsters are defeated.

 

Lower Udas Temple

Like its predecessor, Lower Udas Temple is a level 51 instance with a 6 hour lockout.  You will need to pick up the Balic Key off of Nexus’ corpse during the “Secret of the Udas Temple” and “Lair of the Dragonbound” quests as an entry prerequisite.

 

With its low re-entry time and the number of quests associated with it, Lower Udas Temple is a great instance for leveling up.  There is a good opportunity to gear up as well!  Superior, Heroic, and Fabled weapons and armor can drop from the 5 boss monsters here, and some even have a chance to drop Eternal accessories!

 

You will face similar enemies in the beginning part of Lower Udas Temple as you did during your run in the previous Udas Temple instance, though as you progress you will be challenged by many different types of enemies including Hero grade Jotun.

Lower Udas Temple has 5 main areas of importance.  Not all of these areas are required to finish the instance, but many contain at least one boss with the chance to drop great items.  The first area you will come across is the Udas Vault.  Proceed through until you reach the Malika Barracks.

 

If your group will be fighting through the entire instance, proceed to the Route 1 section of this guide.

If your group will be using the Teleportation Device, read on for information on using the device.

In the 2.1 client update, a teleportation device was added to the Lower Udas Temple instance.  By using a Surkana Crystal purchased from Ordnance vendors, you can essentially skip the first half of the instance.  Many groups choose to take this route due to all of the loot-dropping bosses being in the second half of the temple.  Players looking for XP may still choose to run the full instance. 

Immideately upon entering the temple, you will see the teleportation device in the distance.  There is one patrol guarding the device who should be easily dispatched by your group.

 

Each member of the group who wishes to use the device must approach and activate it.  A Surkana Crystal is required to use this device and each member of the group must have one.

 

Surkana Crystal

Surkana Crystals are the key to using the Teleportation Device.  Each time you use the device, one Surkana Crystal will be removed from your inventory.  You may always purchase more crystals by visiting the ordnance vendor in your race’s main city in Balaurea.  The cost for each crystal is roughly 30,000 kinah.

 

Jondas in Inggison Illusion Fortress                 Cenvezo in Gelkmaros Fortress

Once used, the Teleportation Device will transport you from your current location to a designated spot within the Toxic Caverns.  Please note that this is a one way trip and you will not be able to get back to the entrance unless you fight your way back or leave and re-enter.

 

If you have used the device, proceed to the Route 2a section of this guide.

 

The Teleportation Device is a one way trip to the Toxic Caverns

Route 1: Malika Barracks

 

The main objective within the Malika Barracks is to obtain the Shadow Prison Key from Garha the Punisher.  Garha can spawn in either of the two main rooms in the Malika Barracks, and is visible from the main pathway, so your group shouldn’t have to venture into a room for nothing.

 

 

Defeat Garha and proceed down the hallway towards the Shadowy Prison.  You will notice a stone door right at the beginning of the prison.  Use the key you obtained from Garha to open it.  This is a requirement to progress farther into Lower Udas Temple. Tulia Surestep:  Tulia Surestep patrols the hallway in the Shadowy Prison.  To the Elyos, she is just another monster within the instance, but the Asmodians will need to defeat her for the “Revenge’s Last Link” quest.

 

The Dragonbound have demolished a section of the wall in the back of the Shadowy Prison and have started digging a breeching tunnel.  Where could it lead?

 

Enter the Shadowy Prison to reach the depths of the Lower Udas Temple!

Route 2a: Breeching Tunnels

 

There are two pathways within the Toxic Caverns.  The Southern pathway leads towards Kingspin’s Nest while the Eastern exit leads further into the Toxic Caverns and finally to the Jotun Studio.

 

 

Chura Twinblade:
On your way, you will encounter a second Breeching Tunnel.  Here you will find the overseer of the dig, Chura Twinblade.  Before you engage Chura, it is extremely important that you defeat the groups of enemies around her.  When the battle with her begins, all enemies in her immediate area will rush to assist.   Once you have Chura alone, the fight will be fairly straightforward.  A high accuracy (or accuracy enhancing skills or food) is recommended for this fight due to Chura’s high evasion.  She will also use evasion enhancing abilities and blinding abilities, so be sure to watch for these when executing your high damage skill chains.  Watch for the Stigma Burst ability she begins to use at about 33% health- it is a very powerful area attack!

Chura will call all nearby allies to her aid when you begin the fight.  Defeat them before engaging her!

 

 

Continue along the second Breeching Tunnel until you reach the Jotun Studio.

Route 2b: Kingspin’s Nest

Following the Southern route instead will bring you to the den of the vile arachnid Kingspin.

 

Along the way, you will encounter groups of critters brunched together.  Have your area attacks ready to take out the small ones first before you group concentrates on the larger elites.

 

You’ll need more than a bug bomb to take down Kingspin.  He is one of the most difficult boss fights in the instance!

 

Kingspin:
Kingspin is a giant spider that inhabits the deepest tunnel of the Toxic Caverns.  While not very damaging, his Binding Web can stun and immobilize all players near him.  He also will occasionally strike with his Powerful Brandish skill, which will cause high damage to all players in front of him.  Have your tank turn him away from the rest of the party to avoid multiple allies taking this hit.  Once Kingspin reaches 50% he will begin to frequently use his Exsanguinate skill, which not only deals a large amount of damage to one target, but will also heal Kingspin for roughly 12,000-15,000 HP.  Festering Wound or Fleshcutter Arrow can both come in handy by reducing the amount that Kingspin recovers from this skill.

Route 3: Jotun Studio

So this is what the Dragonbound were searching for… but what secrets does this ancient studio hold?

 

 

The Dragonbound have only infiltrated a short way into the Jotun Studio but there are far more dangerous threats beyond here.  The Jotun and their creations relentlessly guard their workshop.  Make your way up the ramp but be careful of the Hero class Jotun that inhabit the instance from here on.  Each of the Jotun have a chance to drop the Jotun Vault Key which can be used to unlock the Jotun Vault at the end of the instance. If your group is not in too big of a rush, taking down these big enemies can be very rewarding.  The first boss you will face in the Jotun Studio is Bergrisar. Bergrisar:

Bergrisarcan be a relatively difficult battle if your group isn’t aware of their surroundings.  He uses two powerful area attacks during the battle.  Blade Storm will cause area damage as well as cast a reflect spell on Bergrisar, so be sure to watch your attacks after this buff is applied.  The second area attack is called Hurl Wedge which is a high damage attack that targets multiple players.  In addition to the area attacks, he will cast a spell called Thorn Carpet throughout the battle which summons creatures called Punishment Chakras. Punishment Chakras cannot be attacked, so your group must do their best to avoid these pesky and dangerous constructs. 

 

Continue through the Jotun Studio until you reach a fork in the road.  If you take the left pathway, you will run into Anvilface, an optional Jotun boss.

Anvilface:

Anvilface awaits you in the optional area of the Jotun Studio.  When the fight begins and throughout, he will apply a buff to himself that increases his physical defense, but makes magical attacks more effective, so watch for this ability and time your high damaging spells accordingly!

The most devastating ability he will use during the battle is his Iron Maiden ability. This attack will damage all players in front of him, so have your tank face him away from the rest of the group to prevent multiple allies from taking this huge hit.  At roughly 50% and 25%, he will summon an elite named Shatter.  Shatter will stay in the fight until he is defeated or until Anvilface himself falls, so if he is causing too much trouble for your party, focus on taking him down.

 

Once Anvilface reaches 50%, he will begin using an area attack called Forgestrike.  Forgestrike deals a large amount of damage to all surrounding players, so make sure be out of its range.

Route 4: Debilkarim’s Forge

 

If you take the right pathway at the fork, you will find yourself standing before Debilkarim the Maker.  The room also contains many other enemies that should be defeated before facing Debilkarim, as he will use an area of effect fear that could send party members running into unwanted company.

 

 

There are two notable doors in this room.  To the left is the door that leads to the Jotun Treasure Room.  Here, one or two treasure chests will spawn that have a chance to drop hats and belts.  In order to open the door to this room, you will need a Jotun Vault Key, which has a chance to drop off of any Jotun in the instance.  This unfortunately means you may not get a key each run.  The door on the right leads to the Blocked Passage.

 

 

Blocked Passage:

The door on the right will open once Debilkarim is defeated.  Within this room you will find a quest boss named Gradarim the Collector as well as more Jotun who may carry a vault key if your group has not acquired one yet.  The Petralith Energy Source is also in this room, so before you leave the instance, make sure you know if anyone from your group needs to enter here.

 

Debilkarim the Maker

 

Debilkarim is the main boss of the Lower Udas Temple.  He will spend the first part of the battle using a high-damage petrify skill on a random member of the group.  He will continue this until he is at roughly 75%.  The petrify lasts 15 seconds and he will immediately cast it again once the timer is up; be aware of which member of your group he uses this on and react accordingly!

 

At 75%, Debilkarim will use his Rockfall and Wave of Fear area attacks.  Rockfall will do a high amount of damage to all nearby players and Wave of Fear will cause the entire party to flee from him.  Wave of Fear can easily wipe a party by sending players running into enemies that weren’t dealt with before the battle, so make sure you establish plenty of room to battle Debilkarim!

 

The next big change in the battle happens when Debilkarim is at roughly 50%.  He will do his Rockfall/Wave of Fear combo once again and immediately follow up with a skill called Invoke Energy, which is a massive heal over time, replenishing almost 25% of his health.  If this skill brings him back to above 75%, he will begin his petrify phase once again until he us below the 75% mark.

 

 

 

As Debilkarim reaches 25%, he will once again use his Rockfall/Wave of Fear combo.  In addition, he will begin to use his Infernal Rift ability which will instantly teleport a member of your group into his forge and lower their movement speed.  The forge contains 5 Pyre Souls that will instantly attack anyone who appears near them, so escape as fast as you can! Greater Healing Potions, Anti-shock scrolls and Run Speed scrolls can come in very handy if you are the one banished to the flames.  Use any skills you need to in order to survive and exit the forge as quickly as possible.  It is also a good idea to keep Debilkarim fairly close to his forge so that group members sent there can rejoin the battle quickly.

 

When nearing death, Debilkarim decides to bring the Pyre Spirits to you instead of sending one member to them!  He will spawn roughly 6 of them at his feet in a last ditch effort to eradicate his enemies.

There are five Hero grade Named Monsters in Lower Udas Temple.

Kingspin

Chura Twinblade

Bergrisar

Anvilface

Debilkarim the Maker

Udas Temple

Udas Temple is one of the new instances introduced in Assault on Balaurea and is available to players level 51 and above. Udas Temple is divided into two instanced dungeons; Udas Temple and Lower Udas Temple.

These two instanced dungeons have seperate cooldowns, but share the same item sets, and Named Monsters in each instance drop different pieces of the set.  The plots of the two Instanced Dungeons are intertwined as well.

The majority of the enemies you will face in Udas Temple are humanoid Dragonobound. Most of these monsters are elite 5-dot monsters with levels between 52 and 54.

It is important to note that the Dragonbound here are divided into 8 different classes, just like the Daeva. Each class has distinct features so that they can easily be recognized by their appearance and weapons. It is important to be aware of which classes you are fighting so that you can target them appropriately depending on your party.

Most of the Dragonbound (excluding Patrols) in the Udas Temple are placed so that 2 ~ 4 are connected to each other. Therefore, you have to watch out for patrols and mob placement when attacking groups of monsters.

Gladiator:  The Gladiator has a high amount of health and frequently uses area attacks.

Templar:  The Templar has high defense and health along with a protective shield.

Ranger:  The Ranger has very powerful long-range attack!  Keep your eyes open for them.

Assassin:  The Assassin likes to frequently target priest and mage classes.

Be prepared to protect your squishies!

Sorcerer:  While the Sorcerer has lower health, they use a powerful AoE magic attack.

Spiritmaster:  The Dragonbound Spiritmaster summons a powerful spirit as soon as they are engaged.

Cleric:  The Cleric frequently heals.  Prevent his heals with crowd control spells or by killing him first!

Chanter:  The Chanter uses a heal over time spell on herself but is otherwise not very dangerous.

Instance Map

 

There are three hero rank named monsters inside the Udas Temple. Each boss is located inside a locked room. You have to either get a key by defeating a Named Monster on the way to each door or defeating a specific monster in order to open the door.

Path to the Chamber of Unity

 

 

Three Named Elite class Dragonbound randomly spawn. You have to weaken the Chamber of Unity by defeating each of them.  One of these resides in the Silent Chapel, which requires a key that can be obtained from Cota the Gatekeeper, but Cota does not affect the seal on the chamber.
Once in the Chamber of Unity, you will face Vallakhan, a Hero grade Dragonbound.  From him, you will obtain the key to the Great Chapel.

 

 

First, find Cota the Gatekeeper.  Cota spawns in one of several different locations.

Cota drops the key for the Silent Chapel.

You will need to defeat two other Named mobs in order to break the seal on the Chamber.
They spawn in random locations within 4 different rooms, but are not very difficult to find.

The final enemy to break the seal on the Chamber of Unity is Tala the Protector.
Use the key you received from Cota the Gatekeeper to enter the Silent Chapel and defeat her.

Once inside the Chamber of Unity, you will need to defeat Vallakhan. 

This powerful Hero will test your party’s resolve with devastating attacks and summoned allies.

Vallakhan will summon a Hero grade Earth Elemental that will assist him the entire fight. 

He also summons Elites and uses a powerful collapse skill that does massive damage if not avoided.

Path to the Great Chapel

Once you defeat Vallakhan, you will receive the key to the Great Chapel.  Anurati resides here and has a chance to drop Heroic accessories and Fabled weapons.

 

The Great Chapel has many enemies within it. 

Make sure you have cleared it well enough to safely engage Anurati.

Anurati will summon allies to the battle. 

They are not very difficult but can overwhelm you if you allow too many to be called.

Path to the Chamber of Guidance

 

You must defeat another named Dragonbound in order to receive the Key to the Chamber of Guidance.

He is located in the area hilighted above.
Once inside the Chamber of Guidance, you will face Nexus, the final boss of Udas Temple.

 

Keep an eye out for treasure boxes around the area!

 

 

Get the key to the Chamber of Guidance by defeating the Named Monster in area 1.

Nexus is located in the Chamber of Guidance and is well guarded.

Defeat his minions first before attempting this battle!

If it is your first time in Udas Temple, you must make sure to loot the key after you defeat Nexus.

This key is the entry item for Lower Udas Temple.

There are three Hero grade Named Monsters in Udas Temple.

Vallakhan

Rarity Loot
Fabled Malika’s Gloves

Malika’s Vambrace

Malika’s Handguards

Malika’s Gauntlets

Heroic

Vallakhan’s Ring

Forsaken Temple Gloves

Forsaken Temple Gauntlets

Gloves of the Destroyed Temple

Gauntlets of the Destroyed Temple

Superior Deserter’s Shoulderguards

Deserter’s Spaulders

Utility Great Chapel Key

 

 

Vallakhan is a Spiritmaster.  He will summon up a powerful Hero grade Earth Elemental that will assist him the entire battle. He will also create illusions of himself during the battle as well as use a powerful ability called Collapse that can inflict enormous damage to the group.

 

 

 

 

 

 

 

 

Devoted Anurati

Rarity Loot
Eternal Anurati’s Corundum Ring

Anurati’s Turquoise Ring

Fabled Anurati’s Sword

Anurati’s Dirk

Heroic Anurati’s Necklace

Forsaken Temple Leggings

Forsaken Temple Breeches

Forsaken Temple Chausses

Forsaken Temple Greaves

Leggings of the Destroyed Temple

Breeches of the Destroyed Temple

Chausses of the Destroyed Temple

Greaves of the Destroyed Temple

Superior Deserter’s Tunic

Deserter’s Jerkin

Deserter’s Hauberk

Deserter’s Breastplate

 

 

Devoted Anurati guards the Great Chapel, which can only be accessed with the key dropped by Vallakhan.  As a warrior type, Anurati frequently uses powerful wide range attacks and will summon forth many monsters at once. Survival is very dependent on how fast you can handle his summoned allies.

 

Nexus

Rarity Loot
Fabled Malika’s Pauldrons

Malika’s Shoulderguards

Malika’s Spaulders

Malika’s Shoulderplates

Ruler Malika’s Earrings

Legendary Forsaken Temple Vambrace

Forsaken Temple Handguards

Vambrace of the Destroyed Temple

Handguards of the Destroyed Temple

Rare Deserter’s Pauldrons

Deserter’s Shoulderplates

Quest Balic Key

 

 

Nexus is the final boss of Udas Temple and holds the key for the entry quest into Lower Udas Temple.  He will frequently use a wide range physical attack and a damage reflection skill, so be sure to prepare for these skills.

 

 

Taloc’s Hallow

Taloc’s Hollow is a solo instance for level 51+ players. Entrances are in Gelkmaros and Inggison. Entry quests for the instance are Tango quest icon The Aether Must Flow (Asmodian) and Tango quest icon Friends for Life  (Elyos). The instance is relatively straightforward, and with careful pulls to avoid being overwhelmed by multiple mobs is manageable. Cooldown is 22 hours for re-entry.

When the Cataclysm shattered the Tower of Eternity, thousands of fragments from the great structure rained down all over Atreia. One huge shard tore into the ground beneath a great tree, long believed to be holy by nearby villagers. Soon the tree’s roots fused with the fragment, and the tree gained sentience; it became an Elim.

This Elim, Taloc, grew with each passing day, stretching its roots into Atreia’s very bones, and its branches into the turbulent skies overhead. Eventually Taloc grew so large that the Hallows inside it became veritable caverns, and the creatures that took up residence inside the Elim mutated. Daevas were recently sent to explore Taloc’s Hallow, but came back days later with a mystery illness…

Explore the depth of Taloc’s Hallow. Quell the bubbling chaos inside the great Elim, and find a cure for the condition that has struck down your fellow immortals!

Taloc Items 

There are several items that are useful while within the instance. The first two are given upon entry, while the others are found on the journey through the instance.

 

Item Effects
Manzu <Taloc Fruit> Increases HP by 90,000 and MP by 40,000.
22px Taloc’s Tears (Asmodian) 5,000 AOE damage to nearby enemies. Has 10 second cooldown. Shares cooldown with Shishir’s Powerstone.
22px Shishir’s Powerstone Damages a single target by 7,000. Shares cooldown with Taloc’s Tears.
22px Gellmar’s Wardstone Creates a protective shield lasting 20 seconds that blocks upto 10,000 damage. One minute cooldown shared with Neith’s Sleepstone.
22px Neith’s Sleepstone AOE sleep for 15 seconds of nearby enemies. Shares cooldown with Gellmar’s Wardstone.
Healing Plant Restores 30,000 HP instantly.
Huge Healing Plant Restores 30,000 HP and grants 22px Taloc’s Blessing buff which heals constantly for 3 minutes.

 

Upon entering the instance, Taloc Fruit and Taloc’s Tears are placed in your cube. Use the Fruit to immediately increase max HP by 90,000 and MP by 40,000. All assistance items will only last for two hours after acquiring them, but the instance is easily completed within that time, even doing a full clear of all mobs.

The first room has normal NPCs which will move into aggro range. Deal with them using normal attacks and Taloc’s Tears. Be sure to pick up the quests from <Taloc’s Soul>. Work through the room to the ramp at the back, defeating mobs along the way. The Cocooning Chamber has Shishir, who is relatively easy to defeat, although he can cast 22px Toxic Talon which prevents HP recovery for 10 seconds. Use Shishir’s Corrosive Fluid to dissolve a cocoon and gain either a Templar or Cleric ally. Speak to one of them to have him join until he falls in battle or you get to Queen Mosqua.

Continue on into the instance, destroying spiderwebs which block access to some corridors. Gellmar can spawn in either theMuculent Grotto or The Swarmspring, in the midst of a group of clodworms. Use Taloc’s Tears to deal with the clodworms, and fight Gellmar. He can heal using 22px Drain Moisture which will also cause damage.

If doing the quest for the Taloc’s Soil, there are six locations through the instance to locate that look like small hills of soil. These are noted on the map. Continue through the first few areas to locate these if needed.

After entering Kinquid’s Den, a cut scene will show the strategy to defeat him. Clear nearby mobs before engaging Kinquid to reduce aggro. Use the purple smoke to remove magical barriers, or the yellow smoke to remove physical barriers. Although Kinquid will use regular attacks most of the time, 22px Kinquid’s Thrust causes bleeding, and 22px Kinquid’s Bite or 22pxKinquid’s Blast also cause damage.

Defeating Kinquid spawns <Hyas> up the pathway, who has a repeatable coin quest. Although a timer starts for killing Queen Mosqua, it resets and allows successful completion of the quest, so it is not necessary to rush. Continue on to Taloc’s Boughs, fighting mobs along the winding path. Some care is required as some upper mobs will aggro from below and drag additional mobs towards you. The final 2 Taloc’s Soils are found in side areas along the way. Eventually, make your way to Taloc’s Tears, the final area before Queen Mosqua. Taloc’s Knot is found at the very beginning of the path. Continue to get to Neith, and defeat the spider to get 22px Dorkin’s Pocket Knife, the key to the hidden area containing Dorkin found behind the waterfall.

Dorkin completes quests, and is a merchant. Nearby is the Golden Egg of Mutant Insect which can be destroyed by the Hatchet sold by Dorkin. Gamble and perhaps get worthwhile manastones or enchantment stones… or a net loss as the hatchet costs 100,000 Kinah.

Queen Mosqua’s nest has a number of easily defeated Supraklaw. Clearing most of these before engaging Queen Mosqua will reduce the chance of her calling them to her assistance during the battle. Queen Mosqua will use 22px Spawn Eggs during the fight, but these are easily destroyed using Taloc’s Tears. If not destroyed, they hatch Supraklaws which join the fight. Mosqua will also use 22px Queen’s Welcoming to summon a weakened but elite clone. After defeating Queen Mosqua, destroy the Egg, freeing an air current to get to the second last area – Taloc’s Heart.

Taloc’s Heart contains many Komad. There are two strategies, run through and jump down to Celestius, as the Komad will not follow. Or defeat them all, spawning a Huge Healing Plant which restores HP and has a Heal over Time for 3 minutes. If fighting the Komad, using the Concentrated Sap will quickly destroy nearby mobs.

Celestius, the final boss in Taloc’s Hallow, is found by jumping down into Blightroot. The fight is relatively straightforward by using Gellmar’s Wardstone and Shishir’s Powerstone, and regular attack skills. Celestius uses 22px Grasping Tendrils to lift you into the air and then slam you into the ground, but Remove Shock is an effective countermeasure. After defeating Celestius, use theTaloc Research Diary on the nearby ground if required for the quest. Taloc’s Mirage will appear nearby after defeating Celestius, to finish quests, and to teleport out of the instance.

Quests:

Asmodian
Name Starting NPC Area
Tango key quest icon <Stigma Expansion> <Garath> Gelkmaros Fortress
Tango quest icon Soiled Soil <Taloc’s Soul> Krug Basin
Tango quest icon A Hard Seed to Crack Hard Seed Taloc’s Hallow
Tango quest icon [Coin] Spawning the Sap Suckers <Hyas> Taloc’s Hallow
Tango quest icon The Struggle Within <Taloc’s Soul> Krug Basin
Tango quest icon Intervention <Vesvola> Aether Research Group Campsite
Tango quest icon Searching for a Cure <Winstron> Gelkmaros Fortress
Tango quest icon Miener’s Fruit <Winstron> Gelkmaros Fortress
Tango quest icon A Fruitful Endeavor Miener Spiritwood Forest
Tango quest icon Research on Mutant Insects <Angrad> Aether Research Group Campsite
Tango quest icon Heart of Wood <Irkale> Aether Research Group Campsite
Tango quest icon Practical Research <Irkale> Aether Research Group Campsite
Tango quest icon Taloc’s Boughs [quest] <Eddas> Aether Research Group Campsite
Tango quest icon A Shulack’s Story <Denskel> Krug Basin
Tango quest icon The Lost Tome Dorkin Taloc’s Hallow
Elyos
Name Starting NPC Starting Region
Tango quest icon Taloc’s Heart Full of Soul Reemul Inggison Illusion Fortress
Tango quest icon The Wounds of Change <Taloc’s Soul> Taloc’s Hallow
Tango quest icon A Hard Seed to Crack Hard Seed Taloc’s Hallow
Tango quest icon [Coin] Death to the Queen <Hyas> Taloc’s Hallow
Tango quest icon With Friends Like These <Taloc’s Soul> Taloc’s Hallow
Tango quest icon For What Ails You Crosia Taloc Research Campsite
Tango quest icon Last Part of the Cure Phailos Inggisson Illusion Fortress
Tango quest icon The Ripe Stuff Tramis Calmheart Grove
Tango quest icon The Exterminator Tialla Taloc Research Campsite
Tango quest icon Wood-n’t You Know It? Adias Taloc Research Campsite
Tango quest icon Adias’s Report Adias Taloc Research Campsite
Tango quest icon The Balance Crosia Taloc Research Campsite
Tango quest icon The Shulack of Taloc Tialla Taloc Research Campsite
Tango quest icon What Book? Dorkin Taloc’s Hallow

Areas:

Esoterrace

The dungeon is designed for full groups and is accessed via a rift inside the factional fortresses of Gelkmaros and Inggison. Players will only be able to enter Esoterrace if their faction controls one or more of the Balaurean forts, so get out there and take the fight to the Asmos (or Elyos) when the patch drops next Wednesday.

Esoterrace is a large zone featuring windstream transportation, a number of challenging mob types, and a final boss, Kexkra, who can be fought in either normal- or hard-mode. The zone also features a number of easter eggs and hidden treasure chests, so head past the cut to start your preparations.

Features

  • Level 50 group instanced dungeon
  • Cooldown is 22 hours
  • To enter Esoterrace, the player’s faction must control at least one Fortress in his/her respective zone of Balaurea (Gelkmaros for Asmodians, Inggison for Elyos). Esoterrace is accessible through a rift located inside the Fortress.
  • The final named monster, Kexkra, can be faced at one of two difficulties, normal and hard.
  • Players can soar across Esoterrace using windstreams, some of which alter their path based on which areas of Esoterrace the group has cleared, providing ease of access to the entire instanced dungeon.
  • Inside Esoterrace are concealed a number of easter eggs, including hidden treasure chests!

Narayana Canyon

Upon entering Esoterrace, players are met by several Reian warriors. These Reians, and others found throughout the Instanced Dungeon, will provide insight about the area or offer quests to be completed. For now, head to the edge of Narayana Canyon and speak with Rothyns, who offers a quest and a bit of wisdom about Esoterrace.

When done speaking to Rothyns, fly into the Windstream at the edge of the cliff to be transported to other side of Narayana Canyon. Windstreams are the fastest way to navigate Esoterrace!

The Windstream at the top of Naranaya Canyon will change direction depending on which named monsters have been defeated.

Narayana Canyon and the Drana Esoterrace

The other side of the Narayana Canyon is inhabited by vicious Drana-infused Moonflowers and Kirrin. Keep a watchful eye on the trail ahead while moving through this area, as ferocious beasts lurk around every corner. As players move up the trail to the Drana Esoterrace, they will start to encounter Esoterrace Workers and Esoterrace Gatherers.

Be sure to gather from the Contaminated Esoterrace Vines. With a little luck, players can gather a Swirl Key to open the Large Entwined Chest, which will spawn when Dalia Charlands is defeated. The Large Entwined Chest contains Kinah and several Abyss relics!

Continue up Narayana Canyon to the Drana Esoterrace. In this area, players can destroy the Blighted Dalia Roots to complete the Quest from Rothyns. Once done in this area, continue up the trail. In the next area, players will stumble across some Balaur soldiers as well as more Drana-infused Moonflowers and Kirrin. There is also a secret passage in this area that will lead players directly to the first named monster!

Remove the Huge Esoterrace Vine with Essencetapping to proceed straight to Dalia Charlands. For those who can’t remove the vine or are interested in more Abyss Points, continue up the trail. At the top of this area is the Dalia Garden, where the first named monster of Esoterrace, Dalia Charlands, resides.

Dalia Garden

Dalia Charlands is the first Named Monster of Esoterrace. Before engaging the boss, be sure to clear out the surrounding area of patrolling monsters. Dalia is a straightforward encounter that doesn’t have a lot of gimmicks. Just be sure to watch out for the occasional area-of-effect attack.

When Dalia is defeated, Dalia’s Watcher will appear; follow it to find the path to the next area.
Be sure each player in the Group loots the Dalia Key from Dalia Charlands. Like a quest item, the key can be looted by each player, who then earns access to one of the nearby Entwined Treasure Chests, which contain Abyss relics!

In addition to the Entwined Treasure Chests, a Huge Entwined Chest will spawn beneath Dalia once it is defeated; it can be opened with the Swirl Key. Should certain death befall the players after they defeat Dalia, the Windstream found at the beginning of the instanced dungeon will now transport players directly to the Dalia Garden.

Speak to the Reian at the edge of the Dalia Garden to learn about the Drana Production Lab ahead.

Laboratory Waste Water Facility

A rope-controlled drawbridge located on the same side of a ravine as a potential invasion force… aren’t Balaur supposed to be smart? Nonetheless, the rope seems too thick to cut!
Thus, to access the Drana Production Lab, players must travel through the Laboratory Waste Water Facility, accessible from a tunnel in the waterway below the Dalia Garden. Glide to the Waste Water Facility below the cliff, but watch out for the Lab Spirits; their attacks can be devastating!

Use the elevator at the end of the Waste Water Facility to reach the Drana Production Lab.

Drana Production Lab

In the Drana Production Lab, players will encounter level 54-55 Balaur, which also have a chance to drop Balic materials when slain. Located throughout the Drana Production Lab are three monsters with the Section Manager title. Kill all three Section Managers, and when the final Section Manager is slain, a door leading to the next area will open.

Laboratory Yard

Balaur and Lab Spirits patrol the Laboratory Yard but are not concentrated in specific locations. Players can move throughout this area without needing to dispose of many of the monsters. Keep an eye out for Keening Sirokin, a Shulack that sometimes appears in this area. Keening Sirokin has been captured by a Balaur warden, and rescuing him can earn the group some exciting rewards.

Esoterrace Courtyard

The Esoterrace Courtyard is a large, open space and is perfect for players who want to rest for a moment after navigating the Laboratory Yard. To advance to the next area, defeat the Laboratory Gatekeeper at the top of the stairs. Defeating the Gatekeeper will open up the Laboratory Air Conditioning Room.

Laboratory Air Conditioning Room

Inside the Laboratory Air Conditioning Room, players will encounter the second named monster of Esoterrace, Captain Murugan. Be wary of Captain Murugan’s deadly combo skills; expect the primary target to take massive damage throughout the encounter! When Captain Murugan is defeated, two doors will open in the Laboratory Air Conditioning Room, granting access to Chilled Treasure chests, which contain Abyss relics.

Once all of the treasure chests have been opened, proceed to the passage in the southern part of the room, at the end of which is an air vent. Destroy the fan covering the air vent and proceed through the opening to a Windstream. Ride the Windstream to the Esoterrace Secret Laboratory!

Esoterrace Secret Laboratory

There are two entrances to the Esoterrace Secret Laboratory, one of which is hidden behind a waterfall and will require some careful aerial maneuvering to access. The main entrance is on the ground floor just below the Windstream that carries players from the Laboratory Air Conditioning Room.

Utilizing the hidden entrance will allow players to skip a few monsters and grant access to more Enhanced Esoterrace Balaur, which yield a ton of Abyss Points when defeated. The Door Controls will allow players access the central area of the Esoterrace Secret Laboratory to which the main entrance leads; in addition, any players unable to enter the hidden entrance can reunite with the group.

From the main entrance, players have access to the larger half of the Esoterrace Secret Laboratory. In the middle of the Laboratory is a Surkana Feeder. Destroy this to face Warden Surama, the hard-mode final named monster. Leave it alone to face Kexkra, the normal final named monster.

KexkraPlayers can also learn about the lore behind the Drana Esoterrace from the Auxiliary Storage Sphere of Surama located in the center of the Laboratory, which chronicles Warden Surama’s research and the Balaur’s experiments.

Once done in the Esoterrace Secret Laboratory, proceed down the corridor on the west side of the Laboratory and enter the Esoterrace Bio Lab Entry. Defeat the Biolab Watchman here and a wall will collapse in the southern part of the room.

Through this passage is the final named monster of the Drana Esoterrace, and once players hop through the hole in the collapsed wall, there’s no turning back.

Kexkra

When Kexkra is defeated, a treasure chest will spawn containing Abyss relics and Platinum Medals. In addition, the treasure chest has a chance to contain Fabled armor from the Surama set.

Kexkra Prototype and Warden Surama

Players will start this encounter facing the Kexkra Prototype. As the encounter wears on, an event will cause Warden Surama to join the battle. When Warden Surama is defeated, two treasure chests will spawn, one of which has a chance to contain Fabled armor from the Surama series, and the other of which drops Fabled weapons from the Surama series.preview

Crucible Challenge

Crucible Challenge is a solo instance available to level 46+ players. It can be accessed from the Marchutan Priory inPandaemonium for Asmodians or Kaisinel Academy in Sanctum for Elyos. You can re-enter after 22 hours. Resurrection skills will not work inside the instance. If you die, you can only reenter the fight if you have a Worthiness Tickeobtained after the first stage.

Quests 

Asmodian Elyos
Tango quest icon <A Challenging Challenge> [55]
Tango quest icon <A Question of Protocols> [55]
Tango quest icon <A Rift Adrift> [55]
Tango quest icon <Catching the Rift> [55]
Tango quest icon <A Private Exercise> [55]
Tango quest icon <A Change in Programming?> [55]
Tango quest icon <Illusion or Infiltration?> [55]
Tango quest icon <A Rift in the SpaceTwine Continuum> [55]

 

Stage 1 

Round 1
Backing up at the beginning of the round will allow the opportunity to fight the Malodors one at a time without aggroing the others. After killing two, an additional two will spawn. Watching aggro here will make it fairly easy to fight these one at a time as well. Rest between fights if needed.

Round 2
Kill Grissil, who has a chance to spawn Grissil’s Branch(es) when under 25%. Either kill the add(s) or continue to kill Grissil. The Branch(es) will despawn when Grissil is dead. A chest will appear containing 1 Worthiness Ticket at the end of the round.

Stage 2 

Round 1
Both options of NPCs will attack each other. While it may seem like a good idea to let them kill each other, it’s not. Get as much damage on them before they turn their attention. Aggro Tirratirra first and get her close to death, then chose one of the two birds to fight. The birds will finish her off. If fighting the kerubs, immediately attack one to delay them getting their attack buff. Kill one and then the other.

Bonus Round
Keep Poppy on the Run alive until the timer expires. Poppy runs randomly around while cooks try to catch him for their next meal. Killing or aggroing each cook as they appear prevents them from attacking Poppy. Alternatively, healing classes can heal Poppy through the damage. After saving him, Poppy’s Present appears and provides a reward.

Stage3 

Round 1
Attacking the Aether Barrel or Meat Barrel will lure and distract the spirits or karnifs. Then it is possible to pull them one at a time. Destroying the Barrel when it reappears continues to distract the NPCs. Shortly after killing three, the boss will appear. Whihazad cast silence, so be ready with a healing potion to dispel it. Head Greentooth has hard melee attacks, so healing or potions may be helpful.

Round 2
Fiery Gomju will appear, but waiting a moment while he AoEs to kill the six Poison Deadly Drakuni will avoid early damage. After 50%, he may cast a shield and does not attack while the shield is up. The shield blocks all damage except for DoTs. He may also spawn two Gomju’s Minions before or after casting his shield.

Stage 4 

Round 1
The spawns will be in a T shape and can easily be pulled one at a time. Kill the boss last, as he will call in the other mobs otherwise.

Round 2
Kaliga will use stuns, pulls and summon two bloodwings to help him. Hamerun will use debuffs.

Bonus Round
There is a choice of three chests. Two contain Crucible Insignias. One will spawn a pet. The first set of chests may contain 1 insignia, 10 insignias or the Pet Kirca. The second set may contain 2 insignias, 18 insignias or the Pet Manduru. The last set of chests may contain 3 insignias, 26 insignias or a Pet Starcrab. If you get all three pets, one last chest will appear that contains 250 Crucible Insignias.

Stage 5 

Round 1
One of the Skill trainers will spawn. Macus or Kalsten (warrior) rely on Weakening Severe Blow, Robust Blow and then Divine Blow when under 50%. Hygea or Lyfjaberga (priest) will use Thorny Skin, Weakened Holy Servant, Hallowed Strike, and thenInfernal Blaze after 50%. Word of Wind and Healing Light are used as they are closer to death. Eumelos or Thialfi (scout) will useHide – so dot them if you can or use a Seed of Detection. They use Entangling Arrow to slow speed. Bellia or Ve (mage) will castRobe of Cold, and at 50% use Chain of Earth and its follow-up Stone Shock. When under 25%, they can cast a sleep lasting 15 seconds and summon a fire spirit.

Round 2
A merchant NPC will spawn. Berus or Genoti use 22px Godstone Pride which raises their attack speed and 22px Eio’s Tears to lower your attack speed. At 50% he uses 22px Orissan’s Blood to poison you for 15 seconds. Angparinerk or Paepaerunerk will self buff and at 50% uses a stun than cannot be removed. He will also use a self heal to bring his HP back up to 50% if not defeated fast enough. Bustant or Roskva will use self attack buffs and an attack speed buff when under 50%. Running attacks are useful here. They can self heal bringing HP back to 50% if not defeated fast enough.

Stage 6 

Round 1
Vanktrist Spacetwine uses 22px Young Space Twist and 22px Void Flame to stun and damage. At 75% he uses 22pxGravitational Shift to slow your speed. At 50% he uses the Young Adrift skill for damage. At less than 50% he summons three vortexes that are easily defeated. Vanktrist is able to be CC‘d, so use that to buy time to heal or get mana if needed.

Bonus Round (Quest is required to enter)
After five successful defeats of Vanktrist, a rift portal appears which allows access the bonus area. You will either fight a) the Tiamat Assassin for the rewards of fluxes, Balic items, enchantment stones, or manastones, or b) an opposing faction enemy for fluxes, enchantment stones, manastones or Crucible Challenge Godstones.

Crucible Challenge Godstones 

Uniquely available by defeating an opposing faction enemy, there is a possibility to obtain one of the following Godstones:

Poppy on the Run 

If Poppy on the Run survives the onslaught of Dukaki Cooks in the bonus round, you will get a Poppy’s Present chest. The chest will reward one of the following:

You can to feed the snacks to the purchased Runaway Poppy Pet to obtain one of the following potential rewards:

Steel Rake Cabin

Steel Rake Cabin is a solo instance for Level 40+. This is the mid level of the three level Steel Rake ship. The entrance is in either Pandaemonium‘s Airship Dock, or Sanctum‘s Outer Dock. Cooldown is four hours for re-entry.

In order to access the Steel Rake instances, players must complete quests.

This solo instance is a good way to gain XP and gear. Although there are some double pulls and a few triple pulls, overall the instance is very manageable. The first area is the stern, which has a few patrols, but is very easy to negotiate and quite straightforward. Head straight ahead, and go through the doorway into the Sailor Waiting Room.

Sweeper Nunukin can be in one of the two small rooms off the main corridor. The sleeping mobs are passive, and will not aggro unless hit by an AoE. He is fast, so be prepared. Kill Sweeper Nunukin to receive theSailor Waiting Room Key, which is needed to proceed to the next area. Go up the stairs, open the door with the key and onto the next area.

The first room on the right of the Port Side Deck is the Navigation Resource Room, which has the quest objects – the Steel Rake Logbookand the Strongbox. Continue down the deck to the Sailor Quarters.

Killing Kedomke the Drinker will give the key to the Mercenary Quarters. The Sailors Quarters has one avoidable three pull, although two of the three are low HP Kobold Workers. The rest of the mobs are easy kills.

Inside the Mercenary Quarters, Firelord Kadomch can drop Shulack armor pieces. This room has a few double pulls, one at the door, which can create a bit of a challenge as they are mage class. Inside, it is fairly straightforward to clear to the boss, and the sleeping mobs remain asleep (unless you aggro them). Continue along to the Starboard Deck, again easy kills, and finally to the Sea Song Tavern.

The Tavern’s main attraction is Madame Bovariki who can spawn either behind the bar to the left or in the middle of the far side straight ahead. She uses fear, so it advisable to clear all non-sleeping mobs before attempting to pull her. The many other mobs in the Tavern provide quest drops, and very good XP, so it is a good idea to clear anyway. Madame always drops theLoot Depository Key and may also drop the key to the second floor – the Tavern Key 2nd Floor.

The Loot Depository leads down several ramps with fairly easy kills. Tamer Anikiki waits at the door to the room with Key Boxes. A timer starts and counts down the time until all the key boxes disappear. There are up to four each time which can be found in several possible locations. Again, there are quest mobs here, so after the timer expires, continue to clear required mobs. Head towards the far wall, where the stairs are to the upper level. Clear until entering the Restricted Zone.

There are two Key bosses in the Restricted Zone, and both will drop the key to Grogget’s Safe, so it is not necessary to kill both although they do drop Shulack armor. Get a key, and kill the Petrahulk to get into the Safe.

The last area is Grogget’s Safe, and dominated by Golden Eye Mantutu a huge monkey who is not very happy. Tamer Anikiki seems to be holding him captive. The key to successfully killing him is to be sure to use the Water Supply Device to dispel the Thirst buff or the Feed Supply Device to dispel the Hunger buff. Kill Mantutu, and Tamer Anikiki. Use the Hidden Escape Exit to exit the instance.

Quests 

Asmodian
Name Location Start NPC
Tango quest icon <[Coin] Safecracking> [41] Airship Dock, Pandaemonium <Payrinrinerk>
Tango quest icon <Deliver the Taming Manual> [41] Airship Dock, Pandaemonium <Moorinerk>
Tango quest icon <Hat of the Steel Rake Pirates> [41] Airship Dock, Pandaemonium <Teirunerk>
Tango quest icon <Log of the Steel Rake> [41] Airship Dock, Pandaemonium <Habirunerk>
Tango quest icon <Request of a Wine Lover> [41] Apellbine Tavern, Pandaemonium <Jeckrow>
Tango quest icon <Sandblossom Wine> [41] Apellbine Tavern, Pandaemonium <Jeckrow>
Tango quest icon <Smack the Shulack> [41] Black Cloud Island, Reshanta <Jielinlinerk>
Tango quest icon <Truth of the Bookmark> [41] Grogget’s Safe, Steel Rake Cabin Old Book
Elyos
Name Region Start NPC
Tango quest icon <A Promise to a Customer> [41] Dionysia Tavern, Sanctum <Ludina>
Tango quest icon <[Coin] Golden Eye Gambit> [41] Outer Dock, Sanctum <Peperinrinerk>
Tango quest icon <Hairpin Ahoy> [41] Outer Dock, Sanctum <Koruchinerk>
Tango quest icon <Shameless Peperinrinerk> [41] Outer Dock, Sanctum <Peperinrinerk>
Tango quest icon <Snow Blessing> [41] Dionysia Tavern, Sanctum <Mikurunrunerk>
Tango quest icon <The Manduri Imperative> [41] Outer Dock, Sanctum <Peperinrinerk>
Tango quest icon <The Pirate’s Log> [41] Dionysia Tavern, Sanctum <Mikarinerk>
Tango quest icon <The Puzzling Blueprint> [41] Grogget’s Safe, Steel Rake Cabin Old Book

Steel Rake Cabin Areas 

Unique Drops SteelRakeLoadingScreenCopy

NPC Drops
<Bhagwanierk> Green Shoulderplates <Shulack Sailor’s Shoulderplates>
Green Brogans <Shulack Sailor’s Brogans>
<Whistler Gududom> Green Vambrace <Shulack Sailor’s Vambrace>
Green Gauntlets <Shulack Sailor’s Gauntlets>
Blue Boots <Shulack Pirate’s Boots>
Blue Sabatons <Shulack Pirate’s Sabatons>
<Firelord Kadomch> Green Gloves <Shulack Sailor’s Gloves>
Green Handguards <Shulack Sailor’s Handguards>
Blue Shoes <Shulack Pirate’s Shoes>
Blue Brogans <Shulack Pirate’s Brogans>
<Madame Bovariki> Green Ring type 2 <Bovariki’s Ring>
Blue Belt type 1 <Bovariki’s Belt>
<Discerner Werikiki> Green Pauldrons <Shulack Sailor’s Pauldrons>
Green Boots <Shulack Sailor’s Boots>
<Collector Memekin> Green Pauldrons <Shulack Sailor’s Pauldrons>
Green Boots <Shulack Sailor’s Boots>
<Golden Eye Mantutu> Green Leggings <Shulack Sailor’s Leggings>
Green Breeches <Shulack Sailor’s Breeches>
Green Chausses <Shulack Sailor’s Chausses>
Green Greaves <Shulack Sailor’s Greaves>
Blue Gloves <Shulack Pirate’s Gloves>
Blue Vambrace <Shulack Pirate’s Vambrace>
Blue Handguards <Shulack Pirate’s Handguards>
Blue Gauntlets <Shulack Pirate’s Gauntlets>
Gold Shoes <Steel Beard Pirate’s Shoes>
Gold Boots <Steel Beard Pirate’s Boots>
Gold Brogans <Steel Beard Pirate’s Brogans>
Gold Sabatons <Steel Beard Pirate’s Sabatons>
Gold Leggings <Steel Beard Pirate’s Leggings>
Gold Breeches <Steel Beard Pirate’s Breeches>
Gold Chausses <Steel Beard Pirate’s Chausses>
Gold Greaves <Steel Beard Pirate’s Greaves>
Box type 7 <Mantutu’s Fabled Shoe Box>

 

Kromede’s Trial

Kromede’s Trial is a solo instance for level 37+ and was added with the Assault on Balaurea expansion. The story revolves around Kromede (from Fire Temple) and gives insight into the tragic tale of Kromede’s love and betrayal. The instance is relatively straightforward, progressing through the rooms and story line to the final fight. Some unique items and buffs aid the player as they progress.

The first run through the instance will only include the final boss, Kaliga, but subsequent runs will include the option of weakening the three other bosses, which then spawn during the final fight affecting the final loot options.

Cooldown is 6 hours. Most NPCs are level 38 in this instance.

To be able to enter Kromede’s Trial, players must complete the following series of quests.

 

The four items can only be used in the instance and last for 2 hours, with various cooldowns.

Item Cooldown Effects
Silver Blade Rotan (item) <Silver Blade Rotan> 30 seconds Summons Silver Blade Rotan to attack selected target and reduce its speed.
Explosive Bead <Explosive Bead> 2 minutes Inflicts damage on enemies and causes them to become incapacitated.
Maga's Potion <Maga’s Potion> 10 minutes Completely restores health and reflects enemy attacks for a short time.
Sapping Pollen <Sapping Pollen> 5 minutes Inflicts sleep on selected target for a short time and damages the target when it awakens.

 

 

There are four different buffs that can be acquired in various areas of the Instance, which can be used for strategic advantage.

Name Reusable Effect
Prophet’s Tower Yes Blocks up to 500 incoming damage. Lasts up to 5 minutes.
Garden Fountain Yes Recovers HP by 200 every 2 seconds for 10 seconds.
Porgus Barbecue No Increases Attack by 10 and Magic Boost by 10 for 5 minutes.
Fruit Basket (Kromede) No Recovers HP by 600 every 2 seconds for 10 seconds.

 

 

During the instance, players appear as Kromede, but retain their own weapon and skills. On the first run through the instance, the only boss is Kaliga the Unjust  On subsequent runs, players have two options which will affect the final fight loot drops.

Loot Choices
  1. For a Fabled Weapon – Do not fight any named bosses and go directly to Kaliga the Unjust.Defeat him for a chance to get Kaliga’s Key which will unlock a weapon or shield rack.
  2. For Heroic Armor and Accessories – Defeat  Hamam the Torturer, Lady Angerr, or Justicetaker Wyr along the way to Kaliga. The defeated bosses will flee the fight, and respawn in the final fight as weakened versions along with a weaker Shadow Judge Kaliga. Chose weaker bosses based on the loot desired.
The Instance

The first area is the Grand Cavern. Work through the mobs to get to the Grave Robber’s Corpse. Complete Tango quest icon Recovering Rotan(Asmodian), or Tango quest icon Meeting with Rotan(Elyos) to obtain Silver Blade Rotan. Use Rotan to destroy the Sealed Door and move towards the Temple Vault. Continue to kill NPCs to get to the Petrahulk Gatekeeper, who has the key to the Vault door. Enter the Temple Vault and kill Divine Hisen, who will be more challenging to kill. Use the Maga’s Potion to teleport into the Manor Dungeons. As the cutscene shows, Kromede breaks the cell door with Rotan.

Continue into the dungeon, carefully pulling NPCs. Usually it is possible to get single pulls through this area. Warden Baalholds the key. Robstin is alive at this point of the story. Kill prisoners to complete the side quest Tango quest icon Seeking Slumber(Asmodian) or Tango quest icon Dreams of the Dungeon (Elyos). The Torture Chamber where Hamam can be found is off the left side. Continue to move down the corridor to the Dungeon Hall, and defeat the Manor Guard Captain to get the next key. Be sure to use the Old Relic Chest to get the Explosive Bead, which is a powerful damage device.

Return to where Robstin was, and discover he was killed. Seek revenge by killing Guard Bitin. Talk to the corpse, then move up the stairs. Open the door at the top of the stairs to get into the main Manor. Working through the halls, arrive in the Manor Entrance area which has the Prophet’s Tower to buff damage. The lower area will access Kaliga Gardens, where the Sleep Flowerto get the Sapping Pollen. The center of the garden has a Garden Fountain which heals. The upper level has the second Maga’s Potion, which gives recovery, and access to Lady Angerr’s Bedroom. Proceed along the upper level through the Great Hall to the Banquet Hall.

Watch out for the cooks who are patrolling the Hall. The Porgus Barbecue and Tasty Fruit are both found in the Banquet Hall for buffs. Enter Kaliga Library, with its patrolling librarians. The upper level provides access to the Forbidden Book Repository and Wyr. Kill Jeeves, who is in front of the door to the final boss room, Kaliga Treasury.

If fighting Kaliga the Unjust, be prepared for a fight. He uses skills that deal out significant damage. Destroy the Strength Relic, as it reduces all damage to Kaliga down to 1. It will respawn after a period of time. The Mana Relic can also be destroyed to reduce Kaliga’s defenses. Kaliga will summon golems, which need to be killed as soon as possible. If Kaliga’s Key drops, chose your weapon or shield and enjoy.

If fighting all four bosses, they are all in a weakened condition. It is possible to sleep one, Distraught Lady Angerr for example, while concentrating on either Hamam or Wyr. Use the Explosive Bead after she wakes up to finish her off, as well as damage the others. Leave Kaliga for the last, as he has the highest HP. Use the Emergency Exit to leave the instance.

Kromede’s Trial Areas:

Quests:

Asmodian
Name Region Start NPC
Tango quest icon A Blacksmith’s Dream[38] Camp Kistenian Walter
Tango quest icon An Honorable Death [38] Camp Kistenian Sieger
Tango quest icon Recovering Rotan [38] Grand Cavern Grave Robber’s Corpse
Tango quest icon Seeking Slumber [37] Camp Kistenian Karlatu
Elyos
Name Region Start NPC
Tango quest icon Dream Fragment[38] Arbolu’s Haven Ukon
Tango quest icon Dreams of the Dungeon [38] Arbolu’s Haven Ardenia
Tango quest icon Meeting with Rotan [38] Grand Cavern Grave Robber’s Corpse
Tango quest icon To Dream, To Die [38] Arbolu’s Haven Estenor

 

 

Unique Drops :

NPC Drops
<Distraught Lady Angerr> Blue Gloves <Corrupt Judge’s Gloves>
Blue Vambrace <Corrupt Judge’s Vambrace>
Blue Handguards <Corrupt Judge’s Handguards>
Blue Gauntlets <Corrupt Judge’s Gauntlets>
Green Earring type 2 <Corrupt Judge’s Aquamarine Earrings>
Green Earring type 2 <Corrupt Judge’s Topaz Earrings>
<Injured Justicetaker Wyr> Blue Shoes <Corrupt Judge’s Shoes>
Blue Boots <Corrupt Judge’s Boots>
Blue Brogans <Corrupt Judge’s Brogans>
Blue Sabatons <Corrupt Judge’s Sabatons>
Green Necklace type 2 <Corrupt Judge’s Aquamarine Necklace>
Green Necklace type 2 <Corrupt Judge’s Topaz Necklace>
<Wounded Hamam> Blue Pauldrons <Corrupt Judge’s Pauldrons>
Blue Shoulderguards <Corrupt Judge’s Shoulderguards>
Blue Spaulders <Corrupt Judge’s Spaulders>
Blue Shoulderplates <Corrupt Judge’s Shoulderplates>
Green Ring type 2 <Corrupt Judge’s Aquamarine Ring>
Green Ring type 2 <Corrupt Judge’s Topaz Ring>
<Kaliga the Unjust>
(Hard Mode)
Key type 1 <Kaliga’s Key>
Blue Belt type 1 <Corrupt Judge’s Belt>
Blue Belt type 1 <Corrupt Judge’s Leather Belt>
<Shadow Judge Kaliga>
(Easy Mode)
Blue Leggings <Corrupt Judge’s Leggings>
Blue Breeches <Corrupt Judge’s Breeches>
Blue Chausses <Corrupt Judge’s Chausses>
Blue Greaves <Corrupt Judge’s Greaves>
Blue Tunic <Corrupt Judge’s Tunic>
Blue Jerkin <Corrupt Judge’s Jerkin>
Blue Hauberk <Corrupt Judge’s Hauberk>
Blue Breastplate <Corrupt Judge’s Breastplate>
Cloth Helm type 2 <Corrupt Judge’s Bandana>
Leather Helm type 2 <Corrupt Judge’s Hat>
Chain Helm type 2 <Corrupt Judge’s Chain Hood>
Plate Helm type 2 <Corrupt Judge’s Helm>