Where is karaschas lair




















After speaking to Seir I turn to the man beside him, the garrison commander. Samael complains that it took too long for me to reach the federation headquarters and seems to think that means I have a problem with authority—I think he needs to lighten up—and orders me to the Arcadia province, immediately, to deal with fey that have been attacking the loggers at Lumbertown ; I have to speak to Legate Troius at the travel control center first.

And, before I can head out, he also demands that I speak with Dougal in the same chamber about getting around faster. Shazahara leaps over a desk and lands near Dougal. Arrangements have been made and Dougal sends me off to Lumbertown to speak to Haines about getting a warhorse of my own.

With quests in hand I head back towards the travel center to speak with the legate once more. Troius gives me the name of the flight master and I head through the doors of the travel center and make my way to the Pegasus Platform to speak with Adela. The Pegasus lands just outside of Lumbertown and I run towards the gates of the town. Just inside I spot Haines, the ranch manager, and speak with him. He makes sure that I am the Shazahara that Dougal told him about, and then lets me know that he has prepared a special gift for me in the stable.

Haines gives me the choice from three warhorses: the bay , Arcadian dapple , or Velikan gray. After a moment of consideration I choose the Arcadian dapple warhorse.

When I open my inventory to accept the mount I notice that I am now a high enough level to equip the robes and staff I have previously been gifted and Shazahara quickly equips these newly available items.

Her old robes and staff are able to be extracted for material and Shazahara extracts several bolts of verdracloth from her old equipment. Before leaving the stables Shazahara mounts up on her Arcadian dappled warhorse, riding through the town in search of Daven about assisting with the fey. Share this: Twitter Facebook. Like this: Like Loading Leave a Reply Cancel reply Enter your comment here Fill in your details below or click an icon to log in:.

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The skill unleashed a quick two-hit combo and had a chance to stun the target. Finally, there was skirmish running. When regular running just didn't cut it, skirmish running was there to pick up the slack and put some distance between us and our targets. Piercing shot can be tricky to line up, unless you're at point-blank range. Our ultimate goal during our time with the game was to reach Karascha's Lair.

But, as we all know, you don't simply walk into Karascha's Lair. First, we had to complete a number of kill-and-collect quests for the locals before we could gain access.

True to form, we slayed enemies five to ten at a time and brought back bits of their bodies in exchange for gold and experience. But instead of hunting adorable foxes and bunnies, we were slaying the metallic and malformed "Disk Reapers" and other fiendish foes. When we finally reached Karascha's Lair, it was a smaller, low-level dungeon. The first room had roughly five groups of enemies for us to cleave through. The second housed the hulking Karascha itself.

Adorned in full plate armor, this giant easily dwarfed our entire party. He also had a taste for archers, since he repeatedly leaped across the room and tried to squish our frail heroine. The major monsters in TERA all have "tells" so that you can know when to attack and when to get out of the way. While Shargrim concentrates on the player pulling aggro, its Slash and Shield Swipe skills do damage over a wide area.

Long-range DPS and healers should stay at least 10 meters away. Run out of range when you see Shargrim about to plunge its sword downward. Healers should be ready with heals and resurrection in case anyone succumbs to the poison. Once in place, the center of the poison area acts as a separate opponent—lancers blocking Shargrim are not protected from the poison hitting them in the back and should move out of the effect to the left is a bit easier immediately.

Shargrim uses a Strong Will skill to raise its endurance by 40 percent. Mystics can end Strong Will with Regression. Shargrim gallops to the center of the room first, so use the same tactics as with Lugribar, above. Shargrim summons again when its health reaches 15 percent.

Now that you've defeated her lieutenants, Akasha is just a short walk away. Return to the central chamber and interact with the objects there to unlock the final encounter of this dungeon. Though she failed in obtaining the Core's magic, she is still a god, and the most powerful opponent you've faced so far. When Akasha is enraged, she stops targeting random players with her poison gas. She also stops sending servants against players at range.

At 75, 50, and 15 percent health, Akasha summons servants, and you see a message in the center of your screen. These servants attack with Rush, Poison, and Sleep attacks.

As Akasha summons, healers should heal as many players as they can, then prepare for the servants to chase down healers. DPS should move in and kill the servants quickly so you can turn your attention back to Akasha. Each time Akasha summons minions in hard mode, two more barrels spawn.

Drop rates are actually lower in hard mode, but your chances of getting high-level loot increases. Now that you've defeated Akasha, you have the opportunity to help end Thulsa's madness plague through subsequent trips into Akasha's hideout. Return any plague cores you find to Tifane at Firebase Valor. Gods of Tera. Akasha'a Hideout. Overview You must defeat four bosses—including one of your oldest enemies—before confronting the goddess Akasha.

The Story so Far… While the dungeon proper is accessible to any character level 48 or higher, it is the conclusion of the Allemantheia plotline started at level 38 and featured in Necromancer Tomb and Golden Labyrinth , and is meant to be encountered immediately after completing Golden Labyrinth.

How to Enter the Dungeon This section will walk you through the quests and encounters leading up to and inside Akasha's Hideout. Generals and Instructions As you navigate the hideout, you'll find many undead roaming the halls. When enraged, he'll use a triple combo: Karascha uses a triple combo when enraged: a leaping strike, a frontal jump, and another leaping strike, all in quick succession. Shargrim While Shargrim concentrates on the player pulling aggro, its Slash and Shield Swipe skills do damage over a wide area.

Rush Akasha pulls back and crosses her arms, then unleashes Rush, a high-damage attack skill. Summon Servants At 75, 50, and 15 percent health, Akasha summons servants, and you see a message in the center of your screen.



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