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Solo dungeons can be accessed through the Hall of Illusion in the Secret Dungeons menu. Find out how to beat Molgras and Murdock, rewards, and more!
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This page is still under construction. We will update this page as more info comes out. Thank you for your patience! |
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List of Contents
Molgras spawns totems that fire projectiles at the player. These projectiles move in a line and can be avoided by repositioning. Molgras also does more damage the more totems are on the field, so it is important to position these totems in a line for them to be destroyed by his Wrath Attack. When three or more totems are destroyed, Molgras will get stunned.
Molgras does a fury attack that stuns the player. This can be avoided with a defensive skill.
Molgras does a wrath attack that stuns the player for a long duration. This can be avoided by casting a defensive skill while moving. Be sure to line up this attack with the totems in order to destroy them.
Molgras charges up and does an AOE attack. This attack stuns the player and can be avoided by jumping. If the player gets hit, they can escape the stun by jumping.
After Molgras says some dialogue, he begins charging an AOE attack. This can one-shot the player if there are too many totems on the ground.
Before entering the dungeon, players will be given the option to choose a buff suited to their playstyle. This makes it easier for players such as healers, who normally rely on a team to deal damage.
Defeating the mobs is essential to progressing this dungeon. Players will have to clear this stage of every mob in order to progress.
There are blue glowing areas on this stage. Stepping on them can cause the player to be stunned and take some damage, so it is best to avoid them.
Upon defeating enemies, yellow glowing orbs called Evil Spirits will spawn on the ground. Allowing them to reach the center of the stage will start charging up a wrath attack which can deal massive amounts of damage if not properly dodged.
List of Rewards | ||
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![]() Immortal Titanic Quakeblade Strength 7
Hit Chance 60 Collision Chance 25 |
![]() Bulwark of Invulnerability Perception 8
Max Health 260 Skill Damage Boost 25 |
![]() Peerless Obsidian Razors Dexterity 5
Perception 4 Cooldown Speed 2% |
![]() Crossbows of the Darkest Night Perception 8
Hit Chance 20 Weaken Chance 50 |
![]() Arc of Lunar Radiance Range▲ 2%
Strength 5 Perception 5 |
![]() Ebon Soulwind Archstaff Wisdom 7
Critical Hit 40 Max Mana 300 |
![]() Overture of Eternal Salvation Strength 5
Perception 4 Weaken Chance 50 |
![]() Spear of Unhinged Horror Strength 5
Critical Hit Chance 50 Fear Chance 87 |
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Hall of Illusions is a new game mode added in the Talandre update. This is a solo dungeon that can be challenged by players to receive valuable loot.
Players can choose the difficulty of the dungeon they want to clear. While the layout and mechanics of the dungeon won't change, every tier of difficulty will apply modifiers to the dungeon, making it more difficult. Each tier has a certain Combat Power requirement to enter, making it important for players to progress their build.
Combat Power Required and Modifiers | |
---|---|
Tier 1 | 2,500 Combat Power No modifiers |
Tier 2 | 3,300 Combat Power ・Increased Attack Power ・Increased Health ・Giant Rat |
Tier 3 | 4,100 Combat Power ・Increased Attack Power ・Increased Health ・Giant Rat |
Tier 4 | 4,900 Combat Power ・Increased Attack Power ・Increased Health ・Giant Rat ・Damage Reflection |
Tier 5 | 5,700 Combat Power ・Increased Attack Power ・Increased Health ・Giant Rat ・Damage Reflection ・Enhanced Pattern |
Solo Dungeons are a limited event, rotating dungeons every week. This current iteration of Hall of Illusions will run from March 4, 2025 until March 11, 2025.
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