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BoS - Overall

Bastion of Souls (BoS), is a 12-person alliance instance introduced in 5.5 for players of level 66 and above. The entrance is located in a floating platform between Drakenwreck and Krotan Rock in Reshanta. This place is a mystery for Daevas, and after a failed attempt by a expeditionary legion, a strong group of Daevas must venture inside and rescue their missing comrades.

Maps Edit

Backstory Edit

Elyos

Following Sanctum's invasion, several Daevas were reported missing when dust settled down. As the Dredgions retreated, a small legion was tasked to follow the warships back to their hideout somewhere within Ereshkigal's domain. Underpowered, with too few Daevas assisting to this mission, the Arrows of Freedom legion was captured as they infiltrated the Bastion of Souls, with the only survivor being <Bastiel>, their captain, and his own son, <Opel>, being one of the captives.

Having reported his limited findings, a group of Daevas is sent to rescue all missing Daevas and the legionaries. However, the plan was hindered by Ereshkigal's witches, the Harvesters, as the Dragon Lord herself had predicted their arrival. Dragged to a cage, <Bastiel> later emerges to free the Daevas and informs them of the several prisoners held. Cautiously, Daevas proceed to free them, but eventually call the attention of the warden; <Enraged MahoroshMahorosh>.

As Daevas defeat him, his body is found to having held a report, revealing extremely frightening but crucial information. Any prisoners were starved for days until they reach a "purified" state, then tortured in various ways, and finally get their vitality extracted by malevolent roots. Roots which feed and grow a flower of cosmic power; the Incarna.

Unsure of the state of the other prisoners and to put an end to this disturbing plan, the group of Daevas rushes further into the Bastion of Souls, finding how most of the missing legionaries had been sacrificed already. To prevent the bloom from fully grow, Daevas must reach the deepest sanctuary and slay all Harvesters. Battle rages against the Balaur witches, and one by one they fall. Expecting their defeat, one of them, <PridaArrogant Prida>, takes the Incarna bud with her and flees, whule the others protect her. Unexpectedly though, they transform the captain's son into a monster, deprived from any will or thoughts. As the creature attacks the Daevas, no other option is left but to put an end to his life. Focused on him, the Harvester witch manages to escape.

While the sacrifices were stopped, captured soldiers freed and the Bastion of Souls cleared, the mission was not a success. A disheartened <Bastiel> thanks the Daevas for their work, and sends them back to the base. With the flower still missing and the amount of casualties, it is only the beginning of something far more dangerous; the return of Dragon Lord Ereshkigal.

Asmodians

Following Pandemonium's invasion, several Daevas were reported missing when dust settled down. As the Dredgions retreated, a small legion was tasked to follow the warships back to their hideout somewhere within Ereshkigal's domain. Underpowered, with too few Daevas assisting to this mission, the Arrows of Destruction legion was captured as they infiltrated the Bastion of Souls, with the only survivor being <Bastikan>, their captain, and his own son, <Shurak>, being one of the captives.

Having reported his limited findings, a group of Daevas is sent to rescue all missing Daevas and the legionaries. However, the plan was hindered by Ereshkigal's witches, the Harvesters, as the Dragon Lord herself had predicted their arrival. Dragged to a cage <Bastikan> later emerges to free the Daevas and informs them of the several prisoners held. Cautiously, Daevas proceed to free them, but eventually call the attention of the warden; <Enraged MahoroshMahorosh>.

As Daevas defeat him, his body is found to having held a report, revealing extremely frightening but crucial information. Any prisoners were starved for days until they reach a "purified" state, then tortured in various ways, and finally get their vitality extracted by malevolent roots. Roots which feed and grow a flower of cosmic power; the Incarna.

Unsure of the state of the other prisoners and to put an end to this disturbing plan, the group of Daevas rushes further into the Bastion of Souls, finding how most of the missing legionaries had been sacrificed already. To prevent the bloom from fully grow, Daevas must reach the deepest sanctuary and slay all Harvesters. Battle rages against the Balaur witches, and one by one they fall. Expecting their defeat, one of them, <PridaArrogant Prida>, takes the Incarna bud with her and flees, whule the others protect her. Unexpectedly though, they transform the captain's son into a monster, deprived from any will or thoughts. As the creature attacks the Daevas, no other option is left but to put an end to his life. Focused on him, the Harvester witch manages to escape.

While the sacrifices were stopped, captured soldiers freed and the Bastion of Souls cleared, the mission was not a success. A disheartened <Bastikan> thanks the Daevas for their work, and sends them back to the base. With the flower still missing and the amount of casualties, it is only the beginning of something far more dangerous; the return of Dragon Lord Ereshkigal.

Walkthrough Edit

The instance offers two three difficultly settings for the final boss, determined by the actions carried out by the alliance through the instance. Alliance composition must include at least four healers (two main healers and two off-healers). A certain amount of level 75 players is required due to Elemental Transformations.

Path of Rebirth Edit

The following section meant to only be a warm up for the alliance. Mobs here are extremely weak. As the group approaches the bridge, a huge group of Balaur will be guarding the way. Once all of these have been taken down, players will be teleported to the Incarna Prison Camp and the first cutscene will play.

Incarna Prison Camp Edit

Players will start in the middle, inside a cage, shortly afterwards being freed by <Bastiel>/<Bastikan>. The rest of the instance is determined by the actions carried out by the group in this area. The amount of additional missions completed within the 15 minutes given.

The area is composed of four floors, each connected through different bridges on the outer parts, and stairs on their central parts. The pathing chosen by the alliance is solely decided by what additional missions they wish to complete. During this section, everyone will be under the effect of Sakra's Branding, reducing offensive and defensive stats by 30%. The debuff can be lifted once the alliance reaches <Mahorosh>.

Rescue Daevas

This part is compulsory for all groups wishing to reach beyond the prison. There will be a total of 10 Daevas imprisoned in each of the 3 floors. They must all be saved in order to disable the protective shield around <Prison Camp Generator> and access the following areas. While there is no time limit for this, the alliance wishing to trigger ranks above easy mode, this task must be completed along with the other tasks before time expires.

The 4th Floor, 3rd Floor and 2nd Floor each have chambers locked off by a gate. Each gate can only be opened while having the appropriate key. The gates in the 4th Floor can be opened with the Blue key <Purification Chamber Key - 4>, and so on for the Blue key <Purification Chamber Key - 3> and Blue key <Purification Chamber Key - 2>. Keys are dropped by <Harvesters Drakan Slaughterers> in every floor (can be easily identified by their title).

Inside them, players will find prison cells; some empty, others with Daevas. The party must open the ones with Daevas inside by attacking them, while also watching out for mobs spawning overtime. Alternatively, <Harvesters Drakan Butcher Captains> will drop Jail Key <Jail Keys>, which when used on the doors, it will open them automatically. However, due to there being less of these than needed jails, most doors will have to be opened by force.

When taking care of <Prison Camp Generator>, it is extremely recommended for alliances aiming for timed completion, to acquire the Crude Bomb <Crude Bomb>, assembled from Crude Wick <Crude Wick> and Crude Gunpowder <Crude Gunpowder>. The former is dropped from chests located across all floors of the prison, while the latter can be obtained from a special box in the Storage B - Collapsed.

The strategy, generally, s to pull as many mobs in the same floor at once and kill them all. Once dead, loot every corpse to find the needed items. Every chest found must be opened. Usually, one person is designated to keep all the items, making them the only person who can roll on them, while all other players pass on the roll.

Additional Missions

Completing 0 to 5 additional tasks will trigger Easy Mode and spawn <Twisted OpelOpel>/<Twisted ShurakShurak> as final boss. In order to trigger Normal Mode and spawn <Cursed OpelOpel>/<Cursed ShurakShurak>, the alliance is required to complete 6 to 8 missions, requiring two or more of these to be the ones that increase the chances of weapons to drop from the final boss. Completing 9 to 12 tasks will trigger Hard Mode and spawn <Suffering OpelOpel>/<Suffering ShurakShurak>.

Area Task Acquistion Completion Notes

4th Floor

A Voice Calling for Help Entering the Incarna Prison Camp - 4th Floor. Opening the gate into the Purification Chamber 4A. -
Rescue the Daevas from

the Rehabilitation Chamber

Talk to the Daeva which spawns in the Purification Chamber 4B or 4C. Interact with all 4 <Cell Pulley> across the 4th floor (requires Ink <Black Oil>). Ink <Black Oil> is dropped by <Kargata> in Storage B.

3rd Floor

Killing the Balaur inside the Mediation Chamber Attacking <Sahidtan>. Destroying the <Meditation Chamber Control Panel>. In order to access this room, players must kill <Sahidtan> in the Storage B - Collapsed for the Gold key <Meditation Chamber Key>.

A big amount of Balaur guards will spawn when the <Meditation Chamber Control Panel> is attacked. They will however despawn once destroyed.

Rescuing a Spirit Entering the Room of Atonement. Destroying the <Room of Atonement Door>. -
Stubborn Golmir's Treasure Talking with <Golmir> in a random prison cell. Taking the <Magic Orb> back to <Golmir>. The <Magic Orb> spawns randomly across several locations, each in one floor. In order to take the orb, the player must be the one who talked to <Golmir> in the first place.

Players have 5 minutes to complete this quest. Having picked up the orb and using it up will trigger <Greedy Golmir> to spawn later on, but sacrificing the ability to complete the mission.

2nd Floor

Delivering the Secret Revival Remedy Talk with the NPC in the Disassembly Chamber B. Bringing the <Secret Remedy of Revival> to the original NPC. The Remedy spawns in the rooms part of the Distillation Chamber.
Finding a Friend Talking with the NPC in Storage B - Collapsed, being given the White Necklace type 1 <Necklace of Trust>. Escorting the NPC in the Disassembly Chamber A back to the original NPC. Balaur guards will spawn on the way. If they manage to kill the NPC, the quest is failed.
Killing Supervisor Shuratna Entering the Sorting Chamber on the 2nd Floor. Killing <Shuratna>. The Sorting Chamber can only be accessed by gliding into a set of platforms from the suspended bridge in front of Storage B - Collapsed.
Other Attack of the Harvesters Freeing the NPC trapped in a cage after the Lift of Enlightenment (requires Red key <Enlightenment Key>). Safely escorting the NPC to the elevator. In order to access this area, the Key type 5 <Lift to Enlightenment Key> is required to open the path to it. This key is dropped by <Manusha> in the Atonement Chamber on the 3rd Floor.

The Red key <Enlightenment Key> is dropped by <Kramush> in front of the cage itself.

Destroy the Harvesters' Weapon Attacking the <Harvesters Weapon> in Storage D. Successfully destroying the <Harvesters Weapon>. -
Destroy the Harvesters' Armor Attacking the <Harvesters Armor Box> in Storage D. Successfully destroying the <Harvesters Armor Box>. -
Kudansha's Heart Talking with the NPC in the back of Storage B - Collapsed. Killing <Kudansha> in Storage C and taking Kudansha&#039;s Heart <Kudansha's Heart> (looted from its corpse) back to the NPC. Performing this task increases the difficulty of <Mahorosh>.

<Kudansha> will spawn strong additional mobs which will overwhelm the alliance if the fight lasts too long. Stigma Chains <Stigma Chains> can however be used to weaken him. These are looted from a chest in Storage B.

Each additional task has its own benefit if completed, as it will affect the drop rate of items from the final chests or spawning special mobs with unique loot.

Area Task Benefit Map

4th Floor

A Voice Calling for Help Increases the chances for Harvester's Accessories from final chests.
BoS - G01
Rescue the Daevas from

the Rehabilitation Chamber

Increases the chances for Harvester's Armor from final chests.
BoS - G02

3rd Floor

Killing the Balaur inside the Mediation Chamber Increases the chances for Harvester's Armor and Weapons from final chests.
BoS - G03
Rescuing a Spirit Increases the chances for Harvester's Accessories from final chests.
BoS - G04
Stubborn Golmir's Treasure Increases the chances for Harvester's Armor from final chests if completed. If interrupted midway through, spawns <Greedy Golmir>, dropping the Headgear of the set.
BoS - G05

2nd Floor

Delivering the Secret Revival Remedy Increases the chances for Harvester's Armour from final chests.
BoS - G06
Finding a Friend Increases the chances for Harvester's Armour from final chests.
BoS - G07
Killing Supervisor Shuratna Increases the chances for Harvester's Weapons from final chests.
BoS - G08
Other Attack of the Harvesters Increases the chances for Harvester's Weapons from final chests.
BoS - G09
Destroy the Harvesters' Weapon Increases the chances for Harvester's Accessories from final chests.
BoS - G10
Destroy the Harvesters' Armor Increases the chances for Harvester's Accessories from final chests.
BoS - G11
Kudansha's Heart Increases the chances for Harvester's Weapons from final chests. Increases difficulty of <Mahorosh>, rewarding more crafting items.
BoS - G12
Mahorosh

Once all <Prison Camp Generator> are destroyed, Mahorosh will spawn in the 1st Floor. Depending on the completion of the Kudansha's Heart task, this boss will change its difficulty. If the quest is not completed, he will spawn as <Cold MahoroshMahorosh> and alongside <Kudansha>. If completed, he will spawn as <Enraged MahoroshMahorosh> alone.

While fighting <Cold MahoroshMahorosh> and <Kudansha>, the alliance should designate two members to use Avatar of Fire <Avatar of Fire>. This is done to keep <Kudansha> feared with Horrific Blaze <Horrific Blaze>, taking turns. This disables him from pulling several players with Macro type 1 <Area Capture> and receiving extra damage. This pull is dangerous as <Cold MahoroshMahorosh> will also use Macro type 1 <Brutal Downward Blow>, a hard hitting AoE, which combined with the activation of Ice Cannons (areas of the floor which light up will deal heavy damage) will leave players low on HP.

The party must burn down <Cold MahoroshMahorosh> first. Defeating <Kudansha> afterwards is optional, as the door opens just by killing the Warden.

Meanwhile, hard mode, with just <Enraged MahoroshMahorosh>, can be a lot more challenging. The boss' skills will inflict double the damage, including Macro type 1 <Brutal Downward Blow> and Macro type 1 <Tidal Crush>, as well as the Ice Cannons. Addiotnally, he will begin using Macro type 1 <Area Capture> himself, pulling members of the party towards him. Every 25% of HP, <Enraged MahoroshMahorosh> will deal a stronger nuke, which can potentially kill an entire group in one move. Generally, Clerics will have to time their healing skills (especially DP skills) for these nukes, and damage dealers will have to do their best throughout the fight to end it as soon as possible. Some groups may choose to force the entire alliance to move to the spot which wont be affected by the Ice Cannons, in order to avoid getting hit by them.

Greedy Golmir Edit

By performing the Stubborn Golmir's Treasure additional task in the Incarna Prison Camp, but instead of turning in the <Magic Orb>, using it, <Greedy Golmir> will spawn in the Path to Serenity. This boss is considered greatly challenging, requiring great damage output and awareness.

Throughout the fight, <Greedy Golmir> will use Flame Cage I <Lunacy Explosion>, which will inflict severe damage on nearby enemies. Due to this one being instant and being an almost certain death sentence, melee classes will refrain from attacking the boss unless they have ranged attacks. A good approach is having them use Avatar of Wind <Avatar of Wind>. He will also use Macro type 1 <Area Capture>, pulling players towards him, forcing players to exit his range as soon as possible.

His other special abilities include Macro type 1 <Obstinate Lunacy> (strong attack that deals damage on a target and others around it), countered by the party members keeping distance from each other. He will also summon lava craters which will deal damage on whoever is standing on them and it is a must to step out of them because of their big continous damage.

In terms of additional monsters, he summons two types of them. He either spawns a single Consuming Spirit, or several smaller versions. They will cast Macro type 1 <Explosion>, instantly killing the whole alliance. As a result, to succeed, they must be focused and destroyed as soon as they are spawned. While the big spirit is slow, the small versions are fast and deal a lot of damage on who they attack.

The first 25% of Golmir's HP will only have small-sized spirits. From 75 to 50% it will be the bigger version. 50 to 25% will go back to small spirits. During the last quarter of the fight, frequency of the appearance of adds is increased, spawning both types almost at the same time. This stage is complicated as alliances with low damage will not succeed.

Incarna Roots (Defense) Edit

The objective in this section is to completely restore <Bastiel'sBastiel>/<Bastikan'sBastikan> HP to full while protecting him from waves of mobs. Normal healing skills are ineffective after a certain point. It is crucial to avoid placing a HP buff on him, otherwise lengthening the time required. After around 5 minutes, a full wave of enraged Klaws will spawn, which will easily kill the NPC, acting as a time limit for this task.

There are three different types of mobs which will spawn. Most common ones include <Harvesters Klaw Veteran Sentinels>, which will spawn on the sides and attack the NPC no matter what. There is usually one player using an Avatar of Fire <Avatar of Fire> to deal with them. <Harvesters Klaw Veteran Assaulters> are more powerful version, but they will take aggro on players, and as such they are mostly ignored due to their high HP and low threat.

Two other crucial types are the <Harvesters Exploding Bugs> and <Harvesters Klaw Gatherers>. <Harvesters Exploding Bugs> spawn every now and then and will begin casting a skill. This one will instantly kill all players in the alliance as well as the NPC, forcing a fail of this stage. These bugs are the priority to kill as soon as they spawn. Smaller versions will appear once they are killed, but their damage is a lot less of a threat and can be safely ignored.

<Harvesters Klaw Gatherers> are another key element to success. These will spawn from time to time as well, and leave behind an orb on the spot they are killed. This orb will grant the Healing Light I <Vitality Recovery> skill to the user, which will appear on top of the player's quickbar. Unlike normal skills, Healing Light I <Vitality Recovery> will be more effective when used on <Bastiel>/<Bastikan>.

A good strategy is to get a person or more to use Avatar of Fire <Avatar of Fire> and guard the NPC from the simple <Harvesters Klaw Veteran Sentinels> that run towards him. The rest of the alliance deals with the other threats, making the <Harvesters Exploding Bugs> the priority, and focusing the <Harvesters Klaw Gatherers> afterwards. The Healing Light I <Vitality Recovery> usage only lasts 30 seconds. If this buff runs out, it will reset back to the first tier. As a result, the Cleric healing must time it correctly, never letting the buff expire, refreshing it by interacting with the orbs, keeping the buff running all throughout the encounter.

Fully healing <Bastiel>/<Bastikan> will despawn all mobs and open the way.

Altar of Serenity Edit

This is the final a circular platform and resurrection skills are disabled. While fighting the four Harvesters, the door will remain open, however, during the battle against <Opel>/<Shurak>, they will bee closed rejoin if they resurrect at the start.

Harvesters Edit

BoS - Harvesters 1

Harvesters positioning.

The four Harvesters include <Arrogant Prida>, <Jealous Invilda>, <Enraged Halda> and <Envious Lida>. In order to defeat them, all four have to have killed at the same time. Otherwise, they will enrage. As such, the alliance must separate in four groups, one for each Harvester. The difficulty comes from the Aura skills they each have. The create wide circles around them when casted, a will receive an altered state.

<Arrogant Prida> will use Earthgrab npc <Prida's Aura>, which will reduce movement speed of those near her. <Jealous Invilda> will use Gravity cage (NPC) <Invilda's Aura>, leaving targets in a bleeding state. <Enraged Halda> will use Enfeeblement (NPC) <Halda's Aura>, silencing nearby targets. And <Envious Lida> will use Blinding light (NPC) <Lida's Aura>, blinding nearby targets.

Not only the combination of every state is deadly, but also additional damage will be received if the player gets hit while already being under the effect of an Aura. At the same time, all alliance members must remain under the effect of an Aura. As long as the Harvesters are alive, players will receive huge chunks of damage every second. This is countered by the protective shield effect given by all four Auras against this damage. Not being inside these circles will result in an easy death.

BoS - Harvesters 2

Group positioning.

Each Harvester is assigned two damage dealers, and the two support classes stand in the middle of two of them, standing on the edge of only one circle casted by a boss. <Arrogant Prida> (movement speed) will cast Earthgrab npc <Prida's Aura> a bit less often that others, therefore, two resilient DPS classes are assigned to her, such as Gladiators, Templars or Aethertechs. <Jealous Invilda> (bleeding) can be done by any class. <Enraged Halda> (silence) requires physical classes. <Envious Lida> (blind) requires magic classes.

One group of the alliance is assigned <Arrogant Prida> (movement speed) and <Jealous Invilda> (bleeding), with their healers between them. It is recommended for them to stay within the range of <Jealous Invilda'sJealous Invilda> circle and avoid <Arrogant Prida'sArrogant Prida>. Meanwhile, <Enraged Halda> (silence) and <Envious Lida> (blind) will be assigned to the other group. Logically, the healers of this group must stay within <Envious Lida'sEnvious Lida> circle, and avoid completely <Enraged Halda'sEnraged Halda> circle, as they will end up silenced.

Opel/Shurak Edit

This fight features three modes, determined by the amount of quests completed in the Incarna Prison Camp. Easy Mode is generally preferred as Normal and Hard Mode are different and considerably challenging.

Easy Mode
BoS - Final EM

Easy Mode positioning.

Much like the previous fight, positioning is key during this encounter. A group must be keeping the boss on one end of the platform, with their DPS classes between the wall and the boss itself, and the two support classes, against the wall, but much more to the sides, each on different sides. This is key because one of the abilities used by the boss is Enfeeblement (NPC) <Frozen Breath>, a frontal cone AoE which will paralyse any targets in that area. As such, regardless of the player selected, there will always be healers unaffected by this skill.

Unlike other boss fights, only one group must be DPSing him at a time. Summon Water Energy I (Elyos) <Cold Smash> is an AoE that leaves behind a bleeding debuff on nearby targets. If a player is hit by this skill again while having this debuff, they will instantly die. By itself, it is not too threatening, however it lasts enough time to be casted twice, which would result in the death of the whole group. The strategy employed consists of having each group DPSing the boss individually while the other stands on the opposite end of the platform. When Summon Water Energy I (Elyos) <Cold Smash> is casted, groups will swiftly change places. Aggro resets during this skill, making it easy for groups to make the change.

From 100% HP up to around 75%, <Opel>/<Shurak> will stick to using simple attacks as well as Macro type 1 <Ice Spear>, an AoE attack, Enfeeblement (NPC) <Frozen Breath> (random target) and Summon Water Energy I (Elyos) <Cold Smash>. However, new difficulties will be added afterwards. This includes Ice Chain I <Hailstorm>, during which the boss will select a random target and create a circle in the ground beneath, inflicting heavy damage on whoever stands on it and reducing their movement speed. A good strategy is to make the whole alliance move around before the circle appears.

Additionally, another skill used will be Soul Break (NPC) <Freeze Soul>, which will target the group not attacking the boss at the moment and make them non-interactive targets. This state can only be removed by killing the Soul Watcher, an invisible mob only attackable and seen by those under the effect of Soul Break (NPC) <Freeze Soul>. The group must pull it to the back of the platform and kill it fast before groups need to change positions, as players under Soul Break (NPC) <Freeze Soul> cannot attack the boss.

During this mode, the party will not have to worry about Summon: Ice Cluster, a skill which will create an Ice Cluster and force random people to be paralysed as long as the cluster is present. <Bastiel>/<Bastikan> will destroy it instantly.

The pace of the battle picks up nearing 40% of HP. Summon Water Energy I (Elyos) <Cold Smash> will be used much less often, meaning that swapping will no longer be necessary and both groups will have to damage the boss. The idea is to reach 10% of HP, remaining in this phase as least as possible. This is because of Curse of Water I <Hideous Cold>.

Curse of Water I <Hideous Cold> will target a single random person and give them two effects. The first one is a delayed damage AoE, which will kill the whole alliance if it goes off after 15 seconds. The second one is a skill given to the player which allows the transfer of Curse of Water I <Hideous Cold>. This icon appears atop the player's quickbars, and to use it they must select the desired alliance member and use the skill on them. The counter for the bomb will be reset once transfered, and the original player will suffer of a after-effect debuff. Getting Curse of Water I <Hideous Cold> while having the after-effect, will result in instant death of that player.

The strategy is to get killed by Curse of Water I <Hideous Cold> and after-effects before the bomb goes off, acting as a kind of sacrifice. Once dead, the bomb effect would be completely disabled. Usually, one person decides who to sacrifice. The person originally targeted by Curse of Water I <Hideous Cold> (player A) passes the effect to the sacrifice (player B), then the sacrifice transfers it to a third person (player C), who returns the effect back to the sacrifice (person B). The sacrifice will then die instantly. Curse of Water I <Hideous Cold> is used once every 2 minutes, and as such, damage is important before this skill kills ine by one every remaining alliance member.

As 10% is reached, the fight is essentially won. The boss will stop using any skills and gain the Course wound (NPC) <Schizophrenia> buff. Increasing its attacks and defences, but no danger from skills. The last bits of health will then be finished off, and the battle against <Opel>/<Shurak> will be over. Chests will spawn to reward players.

Normal and Hard Mode
BoS - Final HM

Normal/Hard Mode positioning.

These are identical to each other with varying HP of the boss and other additional mobs. However, the approach is a complete other thing compared to Easy Mode. In terms of positioning, <Opel>/<Shurak> will need to be tanked by two people in one edge of the platform, taking turns as Summon Water Energy I (Elyos) <Cold Smash> is used. The four Healers will be positioned in both sides of the tank, two on each. All DPS classes will be standing anywhere else.

This set up is designed to maximise damage dealt and reach the end of the fight faster. Unlike Easy Mode, Curse of Water I <Hideous Cold> will start to be used at 75% in Normal Mode and 95% in Hard Mode, much earlier into the battle. As such, if too much time is taken, the boss will finish off the alliance one by one.

Another difference is how Summon: Ice Cluster plays out. Some moments before the Ice Cluster appears, a Frost Prison will trap <Bastiel>/<Bastikan>. Due to being frozen, he will not be able to destroy the Ice Cluster, causing players to be frozen with no way out. Eventually, the whole alliance will end up disabled. Therefore, as soon as the Frost Prison spawns, every DPS class must burn it. The placement of the boss is important as well, as in case he uses Enfeeblement (NPC) <Frozen Breath> and targets a DPS, no one would get hit by it as long as they are all right next to the Frost Prison and <Opel>/<Shurak> on the other end.

These modes will also add an additional ability to watch out for. The boss will gain the Contract of Resistance I <Frost Barrier> buff, by which for a minute he will be completely invulnerable to damage. This, of course, prevents the group from attacking, resulting in losing time and being crippled even further by skills like Curse of Water I <Hideous Cold>. The only way to counter it is using Barrier of Severance I <Chilling Cold> against him and breaking the shield.

Barrier of Severance I <Chilling Cold> will be casted by the boss and given to a player. This skill has up to five different tiers, but only the highest (Chilling Cold V) will remove the shield. To increment its tier, it must be passed around players. Transference of this effect is identical to Curse of Water I <Hideous Cold>; a skill will appear on top of the quickbar and it must be used on the selected target. Once four players have received the skill, the final player will use the skill on the boss to remove Contract of Resistance I <Frost Barrier>.

However, much like Curse of Water I <Hideous Cold>, a small debuff will be left on the player after passing Barrier of Severance I <Chilling Cold> and receiving it twice means instant death. As a result, the alliance must designate four different people to pass the effect to each other. Marks play an important role here.

Quests Edit

Other than the introductory quest, all quest jojoba hs associated with the instance are either automatically obtained upon entering or picked inside the area.

Elyos
Asmodians

Rewards Edit

Gear Upgrading Edit

Harvester's gear pieces from this instance and Apollon's set from Cradle of Eternity and Trials of Eternity can be upgraded to the Master Harvester's versions. This set, unlike other Archdaeva gear, is untradeable and does not break upon failing to enchant. This is done through purification, requiring a certain enchantment level (+10 for Harvester's, +15 for Apollon's) and Harvester Equipment Soulstone <Harvester Equipment Soulstones>. This material is obtained from <Mahorosh> and the final boss in varying amounts depending on their difficulty selection.

Set Materials
Harvester's set Weapon Harvester Equipment Soulstone <Harvester Equipment Soulstone> x18
Chest Harvester Equipment Soulstone <Harvester Equipment Soulstone> x12
Pants/Headgear/Necklace Harvester Equipment Soulstone <Harvester Equipment Soulstone> x9
Shoulder/Shoes/Gloves/Earring Harvester Equipment Soulstone <Harvester Equipment Soulstone> x6
Ring/Belt Harvester Equipment Soulstone <Harvester Equipment Soulstone> x5
Apollon's set Weapon Harvester Equipment Soulstone <Harvester Equipment Soulstone> x24
Chest Harvester Equipment Soulstone <Harvester Equipment Soulstone> x16
Pants Harvester Equipment Soulstone <Harvester Equipment Soulstone> x12
Shoulders/Shoes/Gloves Harvester Equipment Soulstone <Harvester Equipment Soulstone> x8

Gallery Edit

Trivia Edit

  • The instance features a large variety of modes, from escorting and protecting NPCs to timed sections and varying difficulty.
  • The Bastion of Souls can be seen in the sky-box of Reshanta, as a gigantic floating temple.
  • The storyline associated with this instance begins with Dredgion Defense, and continues in Mirash Sanctum.
  • A side quest comments that such a devotion the Balaur had for this project, the Harvesters did not only use Daevas as sacrifices for the Incarna, but sapiens, spirits and even other Balaur as well.