Passing a group kamaloka

Hall of the Abyss 23rd level.

A rather complex monster with a strong P.E. Attack. Hits with a club, occasionally uses Stun for 2-3 seconds. Unprotected.

Group Composition: - 1-3 melee warriors;Weapon: Best Rank D, and a supply of Soul Charges to it (2000-2500);Armor: Best Rank D;Accessories: irrelevant, the monster only hits with physical attacks.

Hall of the Abyss 26th level.

The monster has high health, weak Physical Attack, and summons 1 minion every 2-3 minutes.

Group composition: 2 to 4 melee warriors;Weapons: Best D Rank, Spirit Charges (2000-4500);Armor - D Rank (preferably the best);Accessories - irrelevant, since the monster uses only physical attacks.

Hall of the Abyss 33 levels.

Monster has high health, uses mass physical attack around him, when health drops below 25% uses Acceleration and starts attacking at a higher speed. Unprotected.

Tip: The start of a mass attack is clearly visible - he stops hitting, turns around and stands for 3-5 seconds and you need to move the characters away.

Group composition - 2-3 melee warriors, healer (can be without it);Weapon - Rank D (preferably the best), a stock of Soul Charges (3000-4500);Armor - Rank D (preferably the best);Accessories - do not matter, because all attacks of the monster are physical.

The Hall of the Abyss 36th levels.

Monster uses magic attacks - absorbs character health, summons 1 minion.

Group composition: 2-3 melee warriors, a healer (if a party of 4 people, he is not needed);Weapons - Rank D (preferably the best), a stock of Soul/Spirit Charges (2000-3500);Armor - Rank D (preferably the best);Accessories - Rank D (preferably the best);

Hall of the Abyss 43 levels.

Possesses weak attack and defense, when health drops below 45% he starts summoning minions that restore the boss' health

Tip: When minions appear, they should be killed as quickly as possible.

Group composition: 3-4 melee fighters (preferably Blacksmith, Follower of Darkness), healer;Weapon: Rank C, and a stock of Soul/Spirit Charges to it (2000-3500);Armor: Rank C;Accessories: Rank C (preferably the best);

Hall of the Abyss 46 levels.

Weak monster, stuns characters and uses mass magic attack. Unprotected. Group composition: 3 melee warriors, healer (optional);Weapons: Rank C, stock of Soul Charges (2000-3500);Armor: Rank C;Accessories: Rank C (preferably the best);

Hall of the Abyss 53 levels.

Strong monster, uses disarming attack, summons minions. Minions fly towards the character and explode, dealing significant magic damage (magic can deal critical damage).

Tip: It is very handy to have a Shilen Sage or Preacher in the group. They have the skills Dryad Root and Sleep (Dryad Root is also available in other support classes, but only on the first profession levels and therefore there is a very high chance that the skill will not work on the target). By applying them one by one at intervals to a suicidal minion, you can keep it in one place for a very long time without letting it get close to the group. If you are lucky, the minion will be "caught" until the very end. Minions can sometimes explode on their own in this confinement without harming anyone if they are far enough away from the group.

Group composition: Knight, 2-3 melee fighters, healer;Weapons: Rank B, stock of Soul Charges;Armor: Rank B (mandatory for Knight);Accessories: Rank B;

Hall of the Abyss 56 levels.

A fairly strong boss. The main danger is represented by minions. The boss summons minions that attack the victim, the victim's name is shouted by the boss.

Tip: If minions are attacking a character, you need to run around the perimeter of the room from them until they switch to another victim, if the victim is a tanking character, you need to make a small circle so that the group can attack the boss. It is necessary to have a stock of healing potions, because the victim can become a healer and he will not be able to heal the tanking and other characters in the group.

Group Composition: Tanking (Knights or Bards), 2-3 warriors, healer, spellcasterWeapons: Rank B for attacking warriors.Armor: Rank B for tanking characterAccessories: Does not matter, since the main damage is done by physical attacks.

Hall of the Abyss 63 levels.

Boss summons minions, using up his own health. After 30 seconds, the minion explodes and its health is transferred to the Boss.

Tip: The tanking character keeps the boss on him and runs with him around the perimeter of the room, the attackers destroy the emerging minions before they explode and heal the boss, after killing about 15-17 minions you can switch your attention to the boss and finish him off.

Group composition: Tanking, 3-4 fighters, healer, caster;Weapon: Preferably Rank A;Armor: Preferably Rank A;Accessories: Does not matter;

Hall of the Abyss 66 levels.

The boss has 2 features - summoning minions, killing which can temporarily lower the boss's defense, and often passing mass "Fear".

Tip: To prevent characters from running away in fear from the boss, you should lure him to the niche on the right and stand in such a way that when the "Fear" passes, characters have nowhere to run to.

Group composition: Tanking (knight or bard), 2-3 melee warriors, healer;Weapon: Rank A;Armor: Rank A;Accessories: Preferably Rank A.

Hall of the Abyss 73 levels.

Tactics as with Kel Bilette, so that when the tank or another member of the party will get paralyzed was near the rb, and continue to damage.

Tip: The tank is desirable first to start attacking (sagry) and put rb ass in the textures, thus, he will not be able to call his minions.

Group composition: Tanking (knight or bard), 2-3 warriors, healer;Weapon: Rank A (preferably the best);Armor: Rank A (preferably the best for tanking);Accessories: Best Rank A;

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