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! colspan=3 | Earl of Abyss Ran
! colspan=3 | Earl of Abyss Ran
|-
|-
| align=center width=5% | {{tt|[[File:Mob Icon - Earl of Abyss Ran.jpg|60px]]|[[File:Mob - Earl of Abyss Ran.jpg|150px]]}}
| align=center width=5% | {{tt|[[File:Mob Icon - Earl of Abyss Ran.jpg|60px]]|[[File:Mob - Earl of Abyss Ran.jpg|250px]]}}
| colspan=2 align=center width=95% | The Earl of Shadow in the flesh.
| colspan=2 align=center width=95% | The Earl of Shadow in the flesh.
|-
|-
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| colspan=2 |
| colspan=2 |
*{{color|red|Flame Path:|b=1}} Summons a dark flame that spreads to the left and right of the Shadow of Greed, covering most of the platform. Any players who come into contact with this flame will receive two debuffs: the first is the {{se|439|Abyss Ember||sd}} from phase 1 and lasts for 5 seconds. The second is an {{se|869|Enhanced Abyss Ember||sd}} debuff which functions the same as the regular {{se|439|Abyss Ember|tt=no}}, but lasts for 3 seconds and ''cannot'' be removed via debuff removal/immunity skills.
*{{color|red|Flame Path:|b=1}} Summons a dark flame that spreads to the left and right of the Shadow of Greed, covering most of the platform. Any players who come into contact with this flame will receive two debuffs: the first is the {{se|439|Abyss Ember||sd}} from phase 1 and lasts for 5 seconds. The second is an {{se|869|Enhanced Abyss Ember||sd}} debuff which functions the same as the regular {{se|439|Abyss Ember|tt=no}}, but lasts for 3 seconds and ''cannot'' be removed via debuff removal/immunity skills.
*{{color|#9F6811|'''Solo Mode Variation''':}}
**Flame path will only cause damage to you and not apply any debuffs.
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*The flames are capable of reaching up one platform above.
*The flames are capable of reaching up one platform above.
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| colspan=2 |
| colspan=2 |
*{{color|red|Unstable Aura:|b=1}} Summons a piece of Abyssal aura nearby that explodes after 5 seconds. One player is able to pick up and move this aura by coming into contact with it. If the aura explosion hits Ran, he will restore 60 bars of HP and gain increased attack for a short period of time.
*{{color|red|Unstable Aura:|b=1}} Summons a piece of Abyssal aura nearby that explodes after 5 seconds. One player is able to pick up and move this aura by coming into contact with it. If the aura explosion hits Ran, he will restore 60 bars of HP and gain increased attack for a short period of time.
*{{color|#9F6811|'''Solo Mode Variation''':}}
**Piece of Abyssal aura will spawn at either the left or right side of the map. It will be indicated from the pop up that appears and you should lure the boss to the opposite direction to where the aura spawned. HP restoration is reduced too.
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*Once picked up, the aura cannot be passed to another player.
*Once picked up, the aura cannot be passed to another player.
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! colspan=3 | King of Abyss
! colspan=3 | King of Abyss
|-
|-
| align=center width=5% | [[File:Mob Icon - King of Abyss.jpg|60px]]
| align=center width=5% | {{tt|[[File:Mob Icon - King of Abyss.jpg|60px]]|[[File:Mob - King of Abyss.jpg|300px]]}}
| colspan=2 align=center width=95% | The power of the Abyss has become Ran's as he mutates further. He has become the Abyss's avatar, the King of Abyss.
| colspan=2 align=center width=95% | The power of the Abyss has become Ran's as he mutates further. He has become the Abyss's avatar, the King of Abyss.
|-
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| colspan=2 |
| colspan=2 |
*{{color|red|Blackout|b=1}}: Ran will gradually darken the screen before it goes pitch black, killing all targets. Several sigils will appear around the map in either Shadow Blue or Abyss Purple, standing on these sigil with the appropriate energy active will generate a shield which will protect you from the attack.
*{{color|red|Abyss Devour|b=1}}: Ran will gradually darken the screen before it goes pitch black, killing all targets. Several sigils will appear around the map in either Shadow Blue or Abyss Purple, standing on these sigil with the appropriate energy active will generate a shield which will protect you from the attack.
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*Regardless of Ran's current energy state, sigils of both colors will appear. Naturally being protected by a shield of Ran's opposing color will allow you to still deal damage to the boss while under it's protection.
*Regardless of Ran's current energy state, sigils of both colors will appear. Naturally being protected by a shield of Ran's opposing color will allow you to still deal damage to the boss while under it's protection.
|-
|-
| colspan=2 |
| colspan=2 |
*{{color|red|Unstable Abyss Power|b=1}}: Ran create several sigils around the map or corresponding energy colors, if allowed remain on the field for too long, they will explode, dealing lethal damage. Contacting the sigil while in the appropriate energy state will cause them to disappear. Certain sigils may be locked, requiring you to grab an orb of the same color elsewhere on the map before being able to deactivate the sigil.
*{{color|red|Unstable Abyss Power|b=1}}: Ran create several sigils around the map or corresponding energy colors, if allowed remain on the field for too long, they will explode, dealing lethal damage. Contacting the sigil while in the appropriate energy state will cause them to disappear. Each player will have a specific energy state, each corresponding to a sigil around the map.
*{{color|#9F6811|'''Solo Mode Variation''':}}
**You will be applied with 1 energy state while a different random energy state will be around the map. Destroy both sigil to avoid damage.
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|-
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| colspan=2 |
| colspan=2 |
*{{color|red|Gather Energy|b=1}}: Ran will draw in energy orbs which will travel from across the map. If Ran absorbs the energy orb, he will heal a significant portion of his health. Stop the orb by touching them while in the corresponding energy state. If two orbs are gathered before they contact Ran, a Light Orb will appear and strike Ran, forcing him to switch energy states and increasing the damage dealt to him.
*{{color|red|Absorption of Power|b=1}}: Ran will draw in energy orbs which will travel from across the map. If Ran absorbs the energy orb, he will heal a significant portion of his health. Stop the orb by touching them while in the corresponding energy state. If two orbs are gathered before they contact Ran, a Light Orb will appear and strike Ran, forcing him to switch energy states and increasing the damage dealt to him.
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*The first orb is always imbued with Abyss energy and the second which appears after the first is gathered will be Shadow energy.
*The first orb is always imbued with Abyss energy and the second which appears after the first is gathered will be Shadow energy.
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|-
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| colspan=2 |
| colspan=2 |
*{{color|red|Alternate Space: Rope of Confession|b=1}}: The screen will turn black as players are teleported to a separate map with the '''Abyss Worshiper''' in the background. The Abyss Worshiper will proceed to perform their '''Rope of Confession''' attack. Summon a deadly jump rope on the middle platform surrounded with Abyssal Aura. Anyone who touches the aura will be immediately teleported to the middle. After some time, the jump rope will start moving and deal damage when it reaches the front view. Players must jump in time to avoid it. During the pattern, all players will have their resource recovery efficiency set to 0%.
*{{color|red|Alternate Space: Rope of Confession|b=1}}: The screen will turn black as players are teleported to a separate map with the '''Abyss Worshiper''' in the background. The Abyss Worshiper will proceed to perform their '''Rope of Confession''' attack.
**{{Se|2=Abyss|4=ed|848}}: For the duration of the pattern, you are being devoured by Abyss and cannot use any type of Resurrection effects.
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*The only HP recovery method for the '''Rope of Confession''' pattern is normal or forced [[Awakening Mode|Awakening]] with the [[Titles/Special|Guardian of Secret Closed Space]] title equipped to proc the Fever effect.
*No notable alteration from [[Sunken Holy Ground]] version.
*The [[Tenebrous Armor|Tenebrous Barrier]] effect can also be useful to increase survivability during '''Rope of Confession'''.
|-
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| colspan=2 |
| colspan=2 |
*{{color|red|Alternate Space: Final Laser|b=1}}: The screen will turn black as players are teleported to a separate map with the '''Dreaming Hatchling''' in the background. The Dreaming Hatchling will proceed to perform their '''Final Laser''' attack. Myuriconus will release lasers that are instant-kill and ignore any resurrection effects. At the end of this attack, the barrier will be fully restored and players must deplete the barrier gauge once more.
*{{color|red|Alternate Space: Spider Web Explosion|b=1}}: The screen will turn black as players are teleported to a separate map with the '''Abyss Fanatic''' in the background. The Abyss Fanatic will proceed to perform their '''Spider Web Explosion''' attack.
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*No notable alteration from [[Sunken Holy Ground]] version.
|-
| colspan=2 |
*{{color|red|Alternate Space: Final Laser|b=1}}: The screen will turn black as players are teleported to a separate map with the '''Dreaming Hatchling''' in the background. The Dreaming Hatchling will proceed to perform their '''Final Laser''' attack.
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*Numerous safe zones will appear on the screen. There is a grace period of roughly 3 seconds between the appearance of the safe zones, and when the lasers fire. It is recommended to head to a safe zone as quickly as possible, as the laser 'snapshot' happens before the visuals occur.
*No notable alteration from [[Blooming Mineral Field]] version.
*It is possible for characters that are taller or have straighter posture, such as [[Ara]] or [[Ain]], to be unfairly hit by the lasers. It may be necessary to use the default '/sit' command in order to ensure your character's hitbox fits within the safe zone.
|-
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| colspan=2 |
| colspan=2 |
*{{color|red|Alternate Space: Starlight Explosion|b=1}}: The screen will turn black as players are teleported to a separate map with the '''Myuriconus''' in the background. The Myuriconus will proceed to perform their '''Starlight Explosion''' attack. Myuriconus' ultimate attack that negates resurrection effects. It will fly into the background and begin scattering numerous spheres that then explode, instantly killing any players hit.
*{{color|red|Alternate Space: Starlight Explosion|b=1}}: The screen will turn black as players are teleported to a separate map with the '''Awakened Myuriconus''' in the background. The Myuriconus will proceed to perform their '''Starlight Explosion''' attack.
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*A random player will be inflicted with the {{se|825|Myuriconus' Gaze||sd}} debuff, allowing them to see the one safe zone, represented as a golden semi-sphere.
*No notable alteration from [[Blooming Mineral Field]] version.
**It is recommended to use a [[Quick Voice]] or [[Character Customization System|sticker emote]] to let the party know where the safe zone is.
|-
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| colspan=2 |
| colspan=2 |
*{{color|red|Alternate Space: Dream Eater|b=1}}: The screen will turn black as players are teleported to a separate map with the '''Dream Eater''' in the background. The Dream Eater will proceed to perform their '''Space Division''' attack. Prepares himself to launch a series of fatal slashes. These slashes deal heavy damage and players who are hit will have their screens darkened for a few seconds.
*{{color|red|Alternate Space: Dream Eater|b=1}}: The screen will turn black as players are teleported to a separate map with the '''Dream Eater''' in the background. The Dream Eater will proceed to perform their '''Space Division''' attack.
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*The slashes will occur roughly 3 seconds after the initial warning lines appear.
*Dream Eater will always perform the attack 3 times.
*In most of the slash patterns, the bottom right corner will be safe.
|-
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| colspan=2 |
| colspan=2 |
*{{color|red|Alternate Space: Rain of Orbs|b=1}}: The screen will turn black as players are teleported to a separate map with the '''Nightmare Keeper''' in the background. The Nightmare Keeper will proceed to perform their '''Rain of Orbs''' attack. Multiple waves of blue abyss orbs will fall from the ceiling, dealing moderate damage and inflicting a stack of {{se|828|Erosion||sd}} with every hit.
*{{color|red|Alternate Space: Rain of Orbs|b=1}}: The screen will turn black as players are teleported to a separate map with the '''Nightmare Keeper''' in the background. The Nightmare Keeper will proceed to perform their '''Rain of Orbs''' attack.
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*While the orbs are not particularly dangerous by themselves, they will continue to fall in waves as other mechanics happen.
*No notable alteration from [[Nightmare's Crib]] version.
|-
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| colspan=2 |
| colspan=2 |
*{{color|red|Desperation|b=1}}: At lower HP, as a desperate last resort, Ran will throw everything he has in one chaotic mess of an attack. Ran will perform some combination of '''Blackout''', '''Unstable Abyss Power''', '''Gather Energy''', and '''Colossal Abyss Crystal''' while continually performing an alternate version '''Barrage''' all at the same time.
*{{color|red|Berserk|b=1}}: At 5x HP, Ran will regenerate to 120x HP, as a last resort Ran will throw everything he has in one chaotic mess of an attack. Ran will perform an alternate version '''Barrage''' while also performing '''Colossal Abyss Crystal'''. A series of blackholes will also appear randomly around the map for a period of time in the midst of this attack.
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*The version of '''Barrage''' performed during this attack is a bit different, expanding from his core instead of an outstretched hand.
*The version of '''Barrage''' performed during this attack is a bit different, expanding from his core instead of an outstretched hand.
*The skill will continue indefinitely till all the attack he's included are resolved. Whether it be the attack being successfully countered, or going off.
*The '''Barrage''' will continue indefinitely till Ran is forced to switch positions from '''Absorption of Power'''.
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Latest revision as of 18:46, 9 June 2025

  • English

Birth of Origin

The origin of Abyss, with hints of old civilization. What seemed like permanent fixtures shift for the King of Abyss...

 

Description
Despite the contamination of demonic energy and injuries, the heroes raise their weapons to protect the world. Move forward. The end of Abyss awaits.
Recommended Level
99
Required Combat Power
  • Story Mode
  • 2,500,000

  • Normal/Solo Mode
Entry Requirements
{{

Solo Mode

Main Article: Raid Solo Mode

  • Up to 4 players can enter, requiring a minimum of at least 3 people. (Normal)
    • 2~4 players. (Story)
  • Only three Resurrection Stones can be used to revive.
  • Players are given a 15 second penalty before they can resurrect themselves.
  • Bosses can only be frozen or petrified 3 times each (every hit is 1 count) at a time. When this limit is exceeded, they become invulnerable to that debuff for 60 seconds.
    • Freezing or petrifying can be attempted again after 30 seconds, but you will not be able to chain it further. This also resets the 3-step chain's cooldown to 60 seconds.
}}
Details
{{
  • Most enemy attacks in this dungeon ignore players' physical and magical defense (either fully or partially).

  Enviromental Debuff - Demon Realm

  • The El's power does not reach into this realm, Attack and HP will be reduced by 90%. Enemies will have a 30% chance to resist your critical hits.

Boss Defenses

Boss Name Defense (Raw) Defense (Percentage)
Ran (Phase 1) 21883 83.91%
Shadow of Greed (Phase 2) 10746 71.92%
King of Abyss (Phase 3)
}}
  • Phase 1
  • Phase 1 - Earl of Abyss Ran
    {{
    The 2nd Squad Commander of the Red-Demon Army.

    Phase Gimmick

     
    Abyss Crystal

    Ran will periodically generate Abyss Crystals randomly across the map. These crystals are counted as obstacles and cannot be destroyed by regular means. They will pulse occasionally, drawing in nearby players with a weak suction effect, and dealing a small amount of damage to them. Additionally, these crystals are involved in many of Ran's attacks and will respond to certain attacks.


    Boss

      Attacks highlighted in red bypass invincibility frames.
    Earl of Abyss Ran
    The Earl of Shadow in the flesh.
    Boss Attacks Tips
    • Three-Hit Combo: Swings his sword three times, with the final hit launching any players hit.
    • This is the boss' most frequent attack. Because of this, using skills or items that provide   Super Armor are recommended to avoid being launched away.
    • Dashing Flame Path: Targets a random player and dashes in their direction, piercing through any players hit. As he dashes, he will leave behind smoldering abyss crystals that inflict   Self DebuffAbyss Ember on any players hit. This debuff lasts for 5 seconds and burns 5% max MP per second, while also causing any attacks to heal Ran.
    • The   Abyss Ember debuff can be cleansed by skills that remove debuffs or provide debuff immunity.
    • Ran may occasionally use this attack twice in succession.
    • The smoldering abyss crystals are spawned at certain distance intervals. When using this attack, Ran will always spawn 1 crystal and, depending on the distance traveled, will spawn up to a maximum of 5 crystals.
    • While Ran is able to pass through players, he cannot pass through walls. It is recommended to gather by the left or right walls of the arena to limit his movement during this attack.
      • Heavy mitigation is required, as this dash attack inflicts high damage per hit.
    • Abyssal Gravitation: Targets a random player and inflicts them with the   Self DebuffAbyss Gravitation debuff which lasts for 5 seconds. When the duration expires, a black hole will spawn on the player's location, dealing non-hitstun damage and continuously applying   Silence.
    • The black hole has a weak suction effect, and will eventually disappear on its own.
    • If the black hole spawns close to an Abyss Crystal, a second black hole will spawn on the crystal's location. The black hole on the crystal will not disappear until the crystal is destroyed.
    • The   Silence debuff lasts for 3 seconds.
    • Reverse Gravity: Spawns a red magic circle on the ground. When a player steps on or gets close to the magic circle, a shadow clone of Ran will appear and lift nearby players into the air before exploding, dealing heavy damage.
    • The magic circle is significantly smaller than the one Ran uses in Halls of Water. However, much like that attack, players who are lifted up are forcefully immobilized and cannot move or attack until right before the explosion.
    • Shadow Arm: Ran uses his shadow arm to attack, launching any players hit.
    • This attack will launch players even if they are in   Super Armor state.
    • Tether: Links two random players together with a red tether. These players will be afflicted with the   Self DebuffWave of Time and Space debuff. Any other players or Abyss Crystals who touch this tether will be dealt non-hitstun damage. Additionally, any other players who make contact with this tether will have 5 seconds added to their consumables quickslot cooldown.
    • Space Finder: Ran teleports to the middle of the arena and spawns 2 rows of 8 spaces, while inflicting every player with   Party DebuffFanatical Area, severely reducing the efficiency of HP recovery items, and setting all MP to 0. After a period of time, the spaces will simultaneously explode, dealing fatal damage.
    • Players must enter each of the spaces and find a 'safe space', indicated by the area turning white/pale pink.
      • The safe spaces will often be spawned in certain patterns:
        • One safe space may be symmetrical to another on the same row, when divided down the center. eg: If one safe space is the second from the left, there may be another safe space second from the right.
        • When divided down the center, the safe spaces on the left half overlap with the safe spaces on the right half. eg. If one safe space is second from the left, there may be another safe space sixth from the left.
    • If multiple players enter a space at the same time, the space will turn dark purple for a few seconds. Any players who remain in this dark purple space will be randomly teleported to another space.
    }}
  • Phase 2
  • Phase 3
Dialogue
  • Phase 1 Dialogue
    •   Ara: I will make you pay the price for what you've taken.
    •   Ran: It's painful to face the truth. That it was taken because you were too weak.
    •   Chung: This will be the end of your arrogance.
  • Phase 2 Dialogue
  • Phase 3 Dialogue
  • Dungeon Victory Quote
{{
Image Name Boss Character Stats
 
Heart Core
King of the Abyss
Common

Can be obtained once a week from clearing the dungeon with Submergence of Abyss - Phantom Weapon equipped.

}}
Gallery
Trivia
{{ }}
Updates
{{
Date Changes
KR NA
08/04/2022 8/31/2022
  • Birth of Origin added.
08/11/2022 8/31/2022
  • Phase 2:
    • Camera viewport widened.
    • Spatial Connection portal behavior improved for convenience.
    • Spatial Connection and Unstable Abyss Energy patterns no longer overlap.
    • Unstable Abyss Energy and Abyss Energy Cohering patterns no longer overlap.
    • Summons cannot acquire Unstable Abyss Energy anymore.
  • Phase 3:
    • Shadow and Abyssal Sphere damage dealt decreased.
    • Changed so the Erosion pattern does not happen immediately after releasing Unstable Force.
    • The Absorption of Power pattern will now happen a certain time after performing the Berserk pattern.
    • When the Berserk pattern is over, special patterns will not be triggered if there is a Large Meteor.
    • Black Hole pattern does not happen during Berserk after Abyssal Spheres are unleashed.
    • There will be a clear indication message when King of the Abyss enters Berserk.
09/01/2022 9/28/2022
  • Unstable Demonic Energy and Unstable Abyssal Power patterns desyncing between clients fixed.
  • Another Realm - Myuriconus pattern will avoid creating safe spots where tall characters cannot fit. The laser's range was also decreased.
07/20/2023 08/16/2023
  • 2nd Phase (Shadow of Greed)
    • During Abyss Aura pattern, the mark will be more obvious.
  • 3rd Phase (King of Abyss)
    • Shadow/Abyss Orb absorb pattern will be more obvious.
    • Shadow/Abyss unstable energy pattern will be more obvious.
    • During lights out pattern, magic circle visibility is improved.
    • If Abyss Aura Purification is at 100% you can obtain the 'Abyss Aura Purification Reward Cube' upon defeating King of Abyss even if you have already defeated the King of Abyss.
    • The last activated Shadow/Abyss buff is applied upon revival.
09/12/2024 09/25/2024
  • Phase 3:
    • Abyss Orb Release damage significantly decreased.
    • If an incapacitating debuff (freeze/petrify) applies to Meteor, it will be forced to stop for a while after the debuff wears off.
    • During the Symbol Matching, symbol acquisition is changed to be obtained by alive characters automatically.
    • Abyss / Shadow Sphere movement speed decreased during Sphere Absorption patterns.
    • When King of Abyss is in Berserk state, the damage of Abyss Orb Release and Black Hole is significantly decreased.
    • Improved the Symbol Matching pattern so that the mark and its foothold are not created on the opposite ends of the map.
04/24/2025 05/22/2025
}}
Alternative Names
{{
Server Name Translation
  South Korea 근원의 산실 The Origin's Source
  Japan 根源の産室 Nursery Room of the Primordial Source
  China (Simplified Chinese) 根源的产室 The Origin's Source
}}


Regions