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Guide

The Boss Lair

Four lairs, four bosses, and none fights like another. The expedition goes down with nine characters in three phases, solo or with up to three players, and what decides victory is understanding what the phase asks and what the boss does.

Opens on November 6. The Lair opens in Season 1 together with the Tower of Thanatos.

How to go down

The Lair opens through the Expedition Guide in the square. You set up a room (public or private), assign your characters and go down. No ticket or key: what limits you is your daily quota of 5 rewarded runs, and beyond it, time itself.

  • Nine slots, three phases. 3 per phase, one of each class per phase, each character goes down once. The expedition is a lineup: each one fights only in its phase. The minimum is 2 characters per phase; with all nine slots filled the run is easier.
  • Solo or with up to three players. 2 players +15% damage · 3 players +35%. Every difficulty can be soloed. A group doesn’t pay more items: it adds strength, and the bonus ends with the run. In a room with more than one player, each brings at least 3 characters.
  • Nothing resets between phases. HP, SP and the potion quota carry through all three phases.
  • The boss doesn’t die at once. Emptying his HP is a collapse: he gets up with +35% HP and attack, and Devastation fills faster.
  • Repeating is one button. Once the expedition ends, you can auto-repeat with the same lineup and save ready teams per lair.

Difficulties

Normal, Hard and Hero are open from day one, in any lair; Nightmare opens once you beat that lair on Hero. Normal is mid-game farming, Hard is endgame, and Hero was designed as a group tier.

DifficultyBoss fallsModsKills P1/P2/P3Minion HPElite HPBoss HPMinion ATKBoss ATKLevel M/E/B
Normal1114 · 16 · 182.5M10M70M4501,80085/90/100
Hard1216 · 18 · 20220M1B8B9003,800120/135/150
Hero2318 · 22 · 2425B300B2.6T70,00040,000165/175/185
Nightmare3320 · 24 · 2860B720B6T140,000240,000180/190/200
DifficultyStaminaPotions (whole run)Potion healRevives per heroScales (Gopinich)Seal hitsBodies on fieldRespawn
Normal6 min90full62540060.9 s
Hard5 min60full54055080.8 s
Hero5 min30full460800100.6 s
Nightmare4 min1270%0851,200120.5 s
Stamina, the hidden clock. The expedition has no on-screen timer, but it has a deadline: Normal 6 min · Hard 5 min · Hero 5 min · Nightmare 4 min, or 2 min with no progress at all. Then party healing decays to zero in 45 s and suffocation begins. A dragging run dies of breathlessness, not damage.

Modifiers

Each run rolls Normal 1 · Hard 2 · Hero 3 · Nightmare 3, one per phase, no repeats. They show before you go down.

  • Vengeance — killing a monster enrages its neighbors (+damage)
  • Barrier — enemies gain a shield that only breaks by number of hits
  • Portals — portals spill extra monsters during combat
  • Elemental Ward — enemies immune to 1 element (rotating)
  • Leech — minions heal the boss when they hit you
And Nightmare? It opens once you beat that lair on Hero, solo or in a group, for everyone in the expedition. Permanent death within the run and the boss falling three times.

The six phase types

What changes between phases isn’t the monster: it’s the win condition. Recognizing the type at the start is half the expedition.

TypeWhereHow it works
Extermination
defeat the target number of monsters
Baphomet P2 · Beelzebub P1 · Gopinich P1Kill quota (Normal 14/16/18 · Hard 16/18/20 · Hero 18/22/24 · Nightmare 20/24/28). The lair refills bodies up to the cap in batches of 3: the field never empties.
Seal Break
the seal is immune to damage: only the number of HITS counts
Beelzebub P2Only the number of hits breaks the seal: Normal 400 · Hard 550 · Hero 800 · Nightmare 1,200. Attack speed and multi-hit beat one giant blow.
Twin Elites
kill BOTH elites in the same window, or the fallen one rises again
Abyss Knight P2Kill both within 10 s of each other, or the first rises with 60% HP, less each time (×0.6).
Legion
waves, three elites and then the lair’s guardian
Baphomet P3 · Beelzebub P3 · Gopinich P3 · Abyss Knight P3Every lair’s final phase: waves, three elites and then the guardian wakes.
Fortress
the Bastion PARRIES weak hits: only heavy blows break the guard
Gopinich P2The Bastion parries every hit below the threshold (Normal 450K · Hard 45M · Hero 2B · Nightmare 5B) and no hit takes more than 12% of the guard (Normal 40M · Hard 4B · Hero 1.3T · Nightmare 3T).
Cycles
waves keep escalating: SURVIVE until the end of the last cycle
Baphomet P1 · Abyss Knight P13 cycles of Normal 12 s · Hard 15 s · Hero 20 s · Nightmare 24 s; each one returns with +100% HP and +25% damage. Killing closes nothing: surviving does.

The lairs, one by one

Each lair has its own scenery, cast, a boss with three moves of its own and a mechanic found nowhere else. Minion cards come from the three phases (rare in 1, epic in 2, legendary in 3) and the mythic from the boss himself.

Heretic Labyrinth · Shadow · Demon

Baphomet’s Lair

“You defiled my labyrinth... and now you pray to the wrong god.”

Unique mechanic: Class Mirror. The boss summons a COPY of each character on the field, and each copy can only be killed by the character it imitates: nobody carries anybody here. Whatever is still standing when the window closes, he ABSORBS, healing per copy swallowed.

Phase 1 · Cycles · cards Rare

Labyrinth Grove

Phase 2 · Extermination · cards Epic

Heart of the Labyrinth

Phase 3 · Legion · cards Legendary

Heretic Altar

The boss’s arsenal

  • HERETIC CROSS Shadow — cast 0.9 s · cooldown 7 s
  • RENDING SCYTHE Shadow — cast 0.7 s · cooldown 5 s
  • ALTAR FLAMES Fire — cast 1.1 s · cooldown 9 s

HERETIC SERVANTS: summons 2 at a time, up to 4 alive, every 16 s (Baphomet Jr.). They give no XP or items and don’t count toward the phase quota: they die fast (12% of a minion’s HP) but bite (50% of its attack).

The True Form

On the last round, with one fall left, he changes body: his own sprite, a blood aura and a stronger strike. Since it needs more than one fall, it only exists from Hero up.

“NOW... behold what the Labyrinth was hiding. MY TRUE FORM!”

The mythic card

Baphomet Card Footgear

ATK +15%Flee -25Damage vs Boss +60%

sacrificial altarsacrificial altarbroken goat statuebroken goat statueruined gothic archruined gothic archtorchtorchwill-o’-the-wispwill-o’-the-wisp

When he falls, he says: “Defeated... by worms... The Labyrinth will remember you. This... does not end... here.”

Cursed Abbey · Ghost · Demon

Beelzebub’s Lair

“A throne of flies for every soul that rots here. Come... the swarm is hungry.”

Unique mechanic: Swarm Cycles. The Lord of Flies doesn’t fight alone. Each round the swarm comes back with more HP, more damage and more bodies per summon: whoever lingers faces an ever-worse legion.

Phase 1 · Extermination · cards Rare

Defiled Cloister

Phase 2 · Seal Break · cards Epic

Ossuary

Phase 3 · Legion · cards Legendary

Sanctuary of Flies

The boss’s arsenal

  • PROFANE BUZZ Wind — cast 0.7 s · cooldown 5 s
  • PLAGUE VOMIT Poison — cast 0.9 s · cooldown 7 s
  • THRONE OF FLIES Shadow — cast 1.1 s · cooldown 9 s

RAVENOUS SWARM: summons 5 at a time, up to 12 alive, every 12 s (Hell Fly and Chonchon). They give no XP or items and don’t count toward the phase quota: they die fast (12% of a minion’s HP) but bite (50% of its attack).

The mythic card

Beelzebub Card Weapon

HP -20% · feeds Guardian (at half value)ASPD +12%Damage vs Boss +20%Summon damage +90% · feeds Summoner

swarm cocoonswarm cocoonabbey pillarabbey pillartoppled cauldrontoppled cauldroncloud of fliescloud of flies

When he falls, he says: “Impossible... the throne of flies... cannot fall...”

Sunken Tsardom · Earth · Brute

Gopinich’s Lair

“Fools... the tsardom sank, but the dragon never stopped reigning.”

Unique mechanic: Golden Scale. The scales form a shield that only breaks by NUMBER OF HITS, not damage. It rewards attack speed, multi-hit and damage over time; it punishes single-hit builds. The scale returns at every collapse.

Phase 1 · Extermination · cards Rare

Living Forest

Phase 2 · Fortress · cards Epic

Swamp of Legends

Phase 3 · Legion · cards Legendary

Serpent’s Den

The boss’s arsenal

  • TSAR’S BREATH Fire — cast 0.9 s · cooldown 6.5 s
  • EARTH’S FURY Earth — cast 0.7 s · cooldown 5 s
  • SWAMP CURSE Poison — cast 1.1 s · cooldown 9 s

TSAR’S BROOD: summons 3 at a time, up to 6 alive, every 14 s (Anacondaq and Dragon Tail). They give no XP or items and don’t count toward the phase quota: they die fast (12% of a minion’s HP) but bite (50% of its attack).

The mythic card

Gopinich Card Armor

ATK -15%HP +80% · feeds Guardian (at half value)Cooldown -12%Damage reduction +15%Guardian Mastery +40% · feeds Guardian

treasure piletreasure pilegold-veined stalagmitegold-veined stalagmitepool of molten goldpool of molten goldfallen knight’s bonesfallen knight’s bonesgeysergeyser

When he falls, he says: “So... the dragon falls... Remember this day, mortals. It will not happen again.”

Hall of Fallen Knights · Shadow · Demi-Human

Abyss Knight’s Lair

“Raise your weapons. Today the Abyss grants you an honorable death.”

Unique mechanic: The Duel. The Knight points his blade and challenges ONE character: only the challenged one deals full damage, the others hit for a fraction. If the challenged one falls during the duel, the Knight heals.

Phase 1 · Cycles · cards Rare

Castle Courtyard

Phase 2 · Twin Elites · cards Epic

Knights’ Hall

Phase 3 · Legion · cards Legendary

Abyss Chamber

The boss’s arsenal

  • ABYSS BLADE Shadow — cast 0.8 s · cooldown 6 s
  • SOULS OF THE FALLEN Ghost — cast 0.7 s · cooldown 5 s
  • DARK JUDGEMENT Shadow — cast 1.1 s · cooldown 9 s

FALLEN GUARD: summons 2 at a time, up to 4 alive, every 16 s (Khalitzburg). They give no XP or items and don’t count toward the phase quota: they die fast (12% of a minion’s HP) but bite (50% of its attack).

The mythic card

Abysmal Knight Card Accessory

Melee damage +10%HP -25% · feeds Guardian (at half value)Critical damage +60% · feeds LethalityIgnores 10% of DEF and MDEF

swords stuck in the groundswords stuck in the groundempty sentinel armorempty sentinel armortorn bannertorn bannerpale-flame brazierpale-flame brazierwill-o’-the-wispwill-o’-the-wisp

When he falls, he says: “You defeated me... worthy worms. The Abyss... will hail... your names.”

Boss mechanics, with numbers

  • Class Mirror — each copy has 2% of the BOSS’s max HP and hits for 80% of a minion’s attack. 12 s window; whatever is left heals 5% per copy, up to 15%.
  • Swarm Cycles — 25 s rounds; each one gives the swarm +30% HP and +20% damage (compounding), up to 8 rounds. Each body is worth 1% of the boss’s HP.
  • Golden Scale — while scales remain, every hit counts as 1: Normal 25 · Hard 40 · Hero 60 · Nightmare 85 hits to strip.
  • The Duel — non-challenged heroes hit at 20%; he switches target every 22 s and heals 10% of max HP if the challenged one falls.

The boss fight

  • Collapse, not death: emptying his HP drops the boss for 5 s, defenseless and taking 1.5× damage. Falls: Normal 1 · Hard 1 · Hero 2 · Nightmare 3.
  • Devastation fills with your party’s actions: 0.55 per hit on the boss and 0.22 per hit on minions. When full it telegraphs for 5 s: deal 4.5% of his max HP in that window, or the strike takes 85% of everyone’s HP.
  • Nothing one-shots: per-target cap of 45% max HP (casts) and 20% (melee).
  • He heals 2.5% of max HP per healing cast.
  • Coming back costs more each time: the hero returns in 15 s with 70% HP, and each fall gives back less (×0.7). Revives: Normal 6 · Hard 5 · Hero 4 · Nightmare 0.
  • Regeneration is cut: inside the lair it’s 15% of normal.

Lair cards

Each lair has ten exclusive cards: nine from minions and the boss’s mythic. Effects are the ones the game applies today.

Baphomet’s Lair

CardFromRaritySlotWhat it does
Marionette CardMarionette · Phase 1RareFootgearASPD +4%
Ghoul CardGhoul · Phase 1RareArmorHP +8% · feeds Guardian (at half value)
Nightmare CardNightmare · Phase 1RareFootgearHP +8% · feeds Guardian (at half value)
Deviruchi CardDeviruchi · Phase 2EpicHeadgearINT +8MDEF +6
Hunter Fly CardHunter Fly · Phase 2EpicAccessorySTR +8Melee damage +4%
Zealotus CardZealotus · Phase 2EpicGarmentATK +6%Flee +12
Mini Demon CardMini Demon · Phase 3LegendaryShieldDamage vs Boss +25%Reflects 20% of damage taken
Wind Ghost CardWind Ghost · Phase 3LegendaryWeaponMagic damage +10% (magic hits)Damage vs Wind +20% · feeds Elemental
Baphomet Jr. CardBaphomet Jr. · Phase 3LegendaryAccessoryCritical damage +12% · feeds LethalityCombo damage +18% · feeds Combo
Baphomet CardBaphometMythicFootgearATK +15%Flee -25Damage vs Boss +60%

Beelzebub’s Lair

CardFromRaritySlotWhat it does
Wraith CardWraith · Phase 1RareAccessoryVIT +5
Evil Druid CardEvil Druid · Phase 1RareShieldMDEF +12Reflects 5% of damage taken
Dark Priest CardDark Priest · Phase 1RareHeadgearCooldown -3%Magic damage +5% (magic hits)
Ragged Zombie CardRagged Zombie · Phase 2EpicArmorDEF +12HP +15% · feeds Guardian (at half value)
Zombie Slaughter CardZombie Slaughter · Phase 2EpicFootgearASPD +8%
Hell Poodle CardHellhound · Phase 2EpicShieldCritical damage +8% · feeds LethalityReflects 12% of damage taken
Banshee CardBanshee · Phase 3LegendaryWeaponMATK +10%Damage vs Shadow +20% · feeds Elemental
Necromancer CardNecromancer · Phase 3LegendaryWeaponINT +5Summon damage +30% · feeds Summoner
Flame Skull CardFlame Skull · Phase 3LegendaryWeaponATK +8%MATK +8%Damage vs Fire +20% · feeds Elemental
Beelzebub CardBeelzebubMythicWeaponHP -20% · feeds Guardian (at half value)ASPD +12%Damage vs Boss +20%Summon damage +90% · feeds Summoner

Gopinich’s Lair

CardFromRaritySlotWhat it does
Stem Worm CardStem Worm · Phase 1RareGarmentAGI +2Flee +12Damage reduction +2%
Wood Goblin CardLeshij · Phase 1RareArmorDEF +12Reflects 6% of damage taken
Les CardLesavka · Phase 1RareShieldDamage reduction +6%
Mavka CardMavka · Phase 2EpicGarmentFlee +12Damage vs Earth +10% · feeds Elemental
Uzhas CardKikimora · Phase 2EpicFootgearHP +10% · feeds Guardian (at half value)Damage reduction +3%
Vavayaga CardBaba-Yaga · Phase 2EpicHeadgearBuff potency +8% · feeds Regency
Poisonous Toad CardPoisonous Toad · Phase 3LegendaryWeaponATK +8%DoT damage +50%Damage vs Poison +30% · feeds Elemental
Anacondaq CardAnacondaq · Phase 3LegendaryWeaponATK +25%Ignores 30% of DEF and MDEF
Dragon Tail CardDragon Tail · Phase 3LegendaryFootgearMATK +12%HP +20% · feeds Guardian (at half value)SP +25%Cooldown -5%
Gopinich CardGopinichMythicArmorATK -15%HP +80% · feeds Guardian (at half value)Cooldown -12%Damage reduction +15%Guardian Mastery +40% · feeds Guardian

Abyss Knight’s Lair

CardFromRaritySlotWhat it does
Alice CardAlice · Phase 1RareAccessoryDEX +5
Carat CardCarat · Phase 1RareHeadgearINT +5
Raydric Archer CardRaydric Archer · Phase 1RareGarmentDEX +3Flee +12
Raydric CardRaydric · Phase 2EpicShieldATK +7%Damage reduction +8%
Khalitzburg CardKhalitzburg · Phase 2EpicArmorDEF +18MDEF +12Damage reduction +4%
Dullahan CardDullahan · Phase 2EpicAccessoryAGI +8Critical damage +6% · feeds Lethality
Wanderer CardWanderer · Phase 3LegendaryGarmentATK +10%Flee +25
Bloody Knight CardBloody Knight · Phase 3LegendaryWeaponMATK +22%Critical damage +20% · feeds Lethality
Dark Illusion CardDark Illusion · Phase 3LegendaryHeadgearATK +8%MATK +8%Cooldown -8%
Abysmal Knight CardAbyss KnightMythicAccessoryMelee damage +10%HP -25% · feeds Guardian (at half value)Critical damage +60% · feeds LethalityIgnores 10% of DEF and MDEF

Chance per rewarded run

A run rolls at most one card, from rarest to most common, and stops at the first hit. Base-case values: VIP, pet, Ascension Greed and events stack on top (the mythic is the only one shielded from them).

DifficultyMultiplierRareEpicLegendaryMythicNo card
Normal×0.823%12%0.14% 1 in 695—65%
Hard×1.231%17%0.22% 1 in 4630.005% 1 in 20,00052%
Hero×241%27%0.36% 1 in 2780.01% 1 in 10,00032%
Nightmare×345%38%0.54% 1 in 1860.02% 1 in 5,00016%
Free vs Sealed. The card that drops is the free one: it circulates on the Bazaar and by Mail. The Sealed one has the same numbers, is account-bound and is bought with fragments at the shop. The grind guarantees power; luck guarantees merchandise.

Fragments, shop and the card sink

Fragments are per lair: Baphomet’s won’t buy Gopinich’s cards. They drop every run, in amounts that depend on difficulty and on whether the run is within the daily quota.

DifficultyIncome factorZeny per minuteAccount XP per minuteFragments per run
Normal×0.425K9842
Hard×0.6540K1,5995
Hero×162K2,46014
Nightmare×1.275K2,95224
Daily quota and the tail. Your first 5 runs of the day pay in full. After that, fragments drop to a fraction (Normal 20% · Hard 25% · Hero 40% · Nightmare 50%) and the card becomes a single, thin roll. No cap: playing more still earns, just less per run.
In the tailRareEpicLegendaryMythic
Normal2.4%1.6%——
Hard3.6%2.4%0.06%—
Hero6%4%0.1%0.004%
Nightmare9%6%0.15%0.006%
  • Sealed shop: legendary 50,000 fragments · mythic 150,000. Only from that card’s lair, up to 3 copies of the same card per account.
  • Grinding: any card turns into dust: rare 2 · epic 8 · legendary 40 · mythic 200. 10 dust become 1 fragment of the lair you choose.
  • Card refining: 5 identical copies at the same level, unequipped, become one +1 card, up to +5 for rare and epic.

AFK expedition

You send the team and close the game. Each completed run is credited, and how many fit comes from the pace you proved by hand: the median of your last three SOLO wins in that lair and difficulty.

12 his the most an expedition stacks; it pauses while you play
+20%time per run: the price of being away

From Hero up, your time becomes a mark that multiplies what the expedition delivers: Gold ×1 · Silver ×0.75 · Bronze ×0.5.

Lair (Hero)Gold up toSilver up toBronze up toRuns in 12 h at Gold
Baphomet2 min 25 s3 min 52 s6 min 17 s248
Beelzebub3 min 30 s5 min 36 s9 min 6 s171
Gopinich1 min 45 s2 min 48 s4 min 33 s342
Abyss Knight3 min 35 s5 min 44 s9 min 19 s167

Achievements

AchievementHow to earn itReward
First DescentWin your first Boss Lair expedition.800 XP · 100K zeny · 30 potions
Rock BottomWin an expedition on Hard.2,500 XP · 300K zeny · 40 magnifiers
Name on the WallsWin an expedition on Hero.8,000 XP · 1M zeny · 1,000× HD Oridecon · 1,000× HD Elunium · 1 legendary equipment
That Which Does Not SleepWin an expedition on Nightmare.30,000 XP · 6M zeny · 2 crystals · 5,000× HD Oridecon · 5,000× HD Elunium · 2 legendary equipment
Lair CartographerWin all four lairs at least once.4,000 XP · 500K zeny · 2 soul shards
Lord of the Four SealsWin all four lairs on Hero (or higher).20,000 XP · 4M zeny · 2 crystals · 5,000× HD Oridecon · 5,000× HD Elunium · 2 legendary equipment
No WitnessesFinish an expedition in under 1m30s.3,000 XP · 400K zeny · 50 magnifiers
Abyss LightningFinish an expedition on Hero (or higher) in under 2m.12,000 XP · 2M zeny · 5,000× HD Oridecon · 5,000× HD Elunium · 1 legendary equipment
Sealed PactWin an expedition as a group.3,000 XP · 400K zeny · 50 potions
The Three SealsWin an expedition with a full group — three players.9,000 XP · 1.5M zeny · 2 soul shards · 1,000× HD Oridecon · 1,000× HD Elunium · 1 legendary equipment

Economy numbers (fragments, card odds, prices, AFK) can be tuned without a game update. If anything differs, the game is right. See also the Tower.

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