Elios/Asmo (10-20) Rash Verteron/Altgard

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Second island. Werteron (Elyos) and Altgard (Asmodians).

On the second island, you will be offered a choice between grinding and quests. Everyone will, of course, combine them to some extent, but it would be foolish to completely refuse quests or grinding, especially since there is very little grinding here, and the basis of grinding will be clearing a path from one named mob in the elite zone to another.

So, there are just a plethora of quests, and it's worth going for them in a duo (10-14), then you should consider doing plot quests in elite zone parties (14-18). Completing all the quests in a row is quite interesting. Farming named mobs in the elite zone is much more profitable for experience and drops.

In Werteron (Elyos), there are a large number of scattered quests and a couple of named mobs to the right + a small number of quests (valuable plots) and a cluster of named mobs to the left. For Asmodians, right and left are swapped, but the meaning is the same. The choice is yours. There are a few specific elite named mobs worth checking along the way for respawn + channels.

A good party, after farming the Tursin outpost (Black Clo outpost) elite zone after level 14, will reach level 18 and gain great gear; by completing all the plot quests, you can hit 19-20 with quests/repeated farming. By just completing all quests (you will also need party for plot quests in elite zones), you will reach exactly level 19. You can help guildmates with quests and farm elite zones with named mobs.

The statuses that you can receive from bosses are divided almost like players'. The main ones are 5 classes - bodyguard/captain = tank, shaman/chieftain = mage, beastmaster/summoner = summoner, scout = ranger/assassin, healer = healer.

Stun - Stars appear above the target’s head; the target cannot attack, use skills, magic, items, or move. The stun status cannot be removed, but it lasts a short time. If the character is stunned while casting a spell, it will be interrupted.

/Used by almost all tank-type bosses (captain)

Paralysis - The target cannot attack, use skills, magic, items, or move. Paralysis is identical to stun, however it lasts longer but can be removed with magic.

/Used by boss types mage (shaman, chieftain)

Immobilization - The target remains in place and cannot move. When attacking the target, there is a chance that the status will end prematurely.

/Used by mobs of ranger type (scout)

Poisoning - During poisoning, the target constantly takes damage. The duration of poison is longer than that of bleeding.

/Used by mobs of ranger type (scout)

Bleeding - Due to a deep wound, the target is bleeding out. Unlike other skills that deal a heavy damage once, this status deals damage continuously. The effect is similar to poisoning but lasts a shorter time.

/Used by almost all tank-type bosses (captain)

Silence - Unable to use spells.

/Used by almost all mage-type bosses (shaman, chieftain)

Confusion - Under the influence of this status, the character goes out of control and moves without listening to your commands. The character will move independently and attack everyone around. If the character takes damage, the status is removed.

/Used by boss types mage (shaman, chieftain)

Sleep - Just like during being stunned, the target will not be able to perform any actions. The duration of sleep is longer than that of stun, but if the target is attacked, the status will be removed automatically. Furthermore, using sleep on a target under DOT (poisoning/bleeding) will have no effect, as the damage will wake the target. It should also be noted that in the state of sleep, the target’s magical defense is increased.

/Used by boss types mage (shaman, chieftain)

Blindness - The target temporarily loses vision, and all types of physical attacks have a high chance to miss (70%).

/Used by healer-type bosses

Pushback - Pushes the target back, stunning them. If the targeted character/mob was casting a spell, it will be interrupted.

/Used by almost all tank-type bosses (captain, bodyguard)

Knockout - After the target is knocked down, it will be stunned until the status ends (including knock back). Certain classes will be able to use skills available only if the target is knocked down. Some monsters will also be able to knock down and apply some skill afterward. After the status ends, the target gets back on its feet. Hitting with a critical strike from a two-handed sword/polearm can knock the target down.

/Used by almost all tank-type bosses (captain, bodyguard)

Metamorphosis - transforms the target into a beast, stripping skills and reducing speed to the standard speed of the transformed form.

/Used by summoner-type bosses

Many large guilds believe that farming the prize area with named mobs is much more profitable and useful than doing quests.

In the last plot, you destroy the gates of the abyss, guarded by the World Boss, who has the most desirable drop.

He is marked by a red dot.