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Hall of Illusions (Hard) — Dungeon Guide
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Hall of Illusions (Hard) — Dungeon Guide

A detailed guide for the Hall of Illusions dungeon on Hard mode: mechanics of the three bosses, transitional barrier challenges, and Gear Score requirements.

Preparation and General Tips

  • GS (Gear Score): For a comfortable Hard clear, GS ~4000 and Combat Power ≥ 400,000 are recommended
  • Consumables: Always carry yellow potions — they remove periodic damage (DoT). Scrolls and power shards are highly recommended
  • Dungeon Feature: All three bosses apply DoT effects — remove them promptly with yellow potions

Boss 1 — Nazarak

The main mechanic of this boss is shadows. The golden rule: lead the shadows into the glowing circles on the ground in time.

🔴Red Circle on a Player

nazarak 1

A red zone appears on a random group member.

  • Other team members must immediately run away from this player
  • Stay close only if you are the marked player

👁️Spirits / Shadows

nazarak 2-2

A shadow begins to chase the player with the "eye" icon.

  • Lead the shadow into a glowing magic circle on the ground — the shadow will disappear
  • If the shadow catches you or you fail to lead it into a circle — it will deal constant damage
  • At the end, the shadow applies a mass fear to the entire group (removed by the Defiance skill)

💥Ultimate Mechanic

nazarak 2

When the boss creates four explosions around itself — shadows appear for all players simultaneously.

  1. Each player leads their shadow into a circle on the ground
  2. Immediately after that, urgently move (with a jump or teleport) to the center, to the boss
⚠️ Warning: If a shadow catches you or reaches the group — it will apply fear to the entire team, push you out of the safe zone and lead to the death of the whole group. This is a guaranteed wipe.

🔮Flying Spheres

nazarak 3
  • Do not touch the flying orbs — they deal constant damage while nearby
  • Keep your distance and avoid them

Transitional Trials — Mirror Wall

mirror wall

Between bosses, you will encounter magical wall-barriers. A death wall moves behind the group — it kills instantly on contact.

🧱How to Break the Barriers

  • The barrier is immune to most skills — hit it with your fastest attacks (LMB/RMB)
  • Abilities with many fast hits work well (e.g., a Mage's "Firestorm")
  • On the second (more "tanky") barrier, these are extremely useful: healer's totem, attack speed scrolls, and attack speed buffs
💡 Tip: Don't fall behind the group — the death wall won't wait. Make sure no one gets left behind.

Boss 2 — Glassvein

This boss's mechanics are more obvious and easier to read. The main principle is to spread out in time and jump over.

💎Crystals and Beams

glassvein 1

Crystals are placed around the arena, which explode and release spreading beams.

  • You must jump over the beams
  • Watch the crystals and prepare for jumps in advance

🔥Periodic Damage Zones

glassvein 2

Four red fields appear, which leave behind zones with heavy DoT damage.

  • Spread out — so the zones land far from convenient spots for the group
  • Simply walk out of zones that have already appeared

🌀Pull-In

glassvein 3

The boss creates a large red field, pulls players in, and delivers a powerful strike.

  • As soon as you see the red field — immediately run out of the damage zone
  • The pull-in doesn't give much time — react immediately

Final Boss — Nathara

The most difficult opponent with unique Hard mode mechanics. Requires attentiveness and group coordination.

⚡Diverging Lasers (Hard only)

The boss fires two lasers in front of her, then spreads them apart across 350°, covering almost the entire arena.

  • As soon as you see the floor markers — immediately move behind the boss's back
  • This is the only safe zone

✨Light Reflection with Shards (at 75% and 30% HP)

nathara 2

At 75% and 30% HP, a special reflection mechanic occurs.

  1. Crystals explode all over the arena, leaving behind mirror shards
  2. Pick up a shard (press F)
  3. Face the orbs of light flying from the boss and reflect them back at her
⚠️ Warning: Mistake: if an orb hits a player instead of a shard — it will split into three parts and fly towards the crystals on the perimeter. 3 red crystals = guaranteed wipe. 2 red — you can barely survive.

👥Illusions — Clones (Hard only)

nathara 3

The boss summons two clones. They must be destroyed within a limited time.

  • You have 30–35 seconds to destroy both clones
  • After the first clone dies, you only have 5 seconds to kill the second one
  • Recommendation: bring both clones' HP down to 30–40%, and only then finish them off one by one
  • Make sure the clones do not stand next to each other — their combined damage quickly wipes the group
ℹ️ Note: Clones appear twice during the fight. Coordinate group focus in advance — managing the 5-second window for the second kill is difficult without preparation.

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