
Floating Island of Vakron (Hard) — Dungeon Guide
A three-boss dungeon on Hard. The main threat isn't individual attacks, but the stacking frostbite mechanic that is active throughout the zone between bosses, and the dangerous slime that remains on the final boss's arena until the end of the fight.
Zone-wide mechanic — freeze and root
As you move through the zone, a stacking frostbite debuff is continuously applied to characters.
The debuff stacks up to 3 times, after which the character dies.
The debuff builds up while you walk through the zone.
What to do: Regularly step on the Fox Spiritstones — stepping on them completely removes the accumulated stacks.
Kibilisk stands before the first boss.
What to do: Be sure to activate him — if the pull goes badly, the party will return to the arena without wasting self-resurrection stones and cleric skills.
First boss — Tie
75% HP phase — healing flower
At 75% HP the boss jumps to the center of the island, and a healing flower appears on the arena. Destroying the flower creates a zone that restores health to players standing in it (about 3000 HP per tick). After that, the boss begins continuously spitting poison at players.
- Move as a group, tightly packed and carefully in a circle, so the poison puddles don't fill the entire safe zone.
- With high skill and enough HP, you can step out of the safe zone for a second to take a spit outside of it — the poison deals periodic damage (DoT) that you can endure for a short time.
Absolutely avoid the purple slime on the ground.
Additional attacks
- Rear strike — a sharp hit with the rear part of its body (tail), don't stand directly behind it unless necessary.
- Projectiles — standard spits and AoE zones throughout the fight.
Second boss — Tamon
Petrification
Most of the boss's AoE attacks turn a player to stone on hit.
If allies don't break the stone in time, the following mass attack deals colossal damage — on Hard this is certain death.
Keep dodging and don't lose focus on the fight.
What to do: Break petrified party members out in time.
Aura color modes (reflect / regeneration)
- Red fire — the boss absorbs and restores HP from physical damage. Physical DPS must stop attacking.
- Purple fire — the boss absorbs and restores HP from magic damage. Mages and casters must stop attacking.
Frontal grab
The boss can grab a character standing in front of its face and slam them hard into the ground.
What to do: The safe position is directly behind the boss.
Final boss — Vakron
Personal root (roots on a player)
The boss randomly applies a root trap to a party member. The character can't move and dies after a while if the party doesn't save them.
The bindings are destroyed by number of hits, not by total damage.
What to do: Party members must come over and land series of attacks on the root.
Overhead attack and dangerous slime (Hard-specific)
The boss summons projectiles that fall from above. They're easy to dodge with a simple step without using dashes.
On Hard, yellow slime puddles remain where the projectiles land; they don't disappear until the end of the fight and deal heavy periodic damage.
The falling projectiles leave slime behind for a long time.
What to do: Lure the falling AoE with the yellow slime as far from the center of the arena as possible!
Pull to the center
The boss jumps to the center and pulls all players to himself.
If the entire central zone is covered in yellow slime, the pull will lead to an instant wipe of the whole party.
Waves and beams
The boss creates a red zone from which 3 beams spread out. Players need to jump over the beams, after which a powerful mass attack follows.