Hey everyone =D!!!! People keep asking me for info on the Dragon’s Tomb, so I decided to make a guide for it on the forums for all of your use. All of this information is from personal experience, so if you see something I missed, such as a monsters skill, please let me know and I’ll correct it. Hope this helps. Happy dragon slaying xD!!!!!

Dragon’s Tomb (Instance Dungeon)
Location: Burning Rock
Requirements:
-lvl 85+ (available to all lvls soon)
-Must be in a party
-Must have Dragon Relic (Obtained through quest)
Item Recommendations*:
-t4 scrolls
-t3/t4 hp & sp potions
-charms (SC item)
-magic pots (SC item)
-extender (SC item)
-critical suits (SC item)
-Blessing of Teva
Party Suggestions**:
-Fighter (Tank)
-Fighter (2nd Tank/DD)
-Cleric
-Archer/Mage
-Archer/Mage
or
-Fighter (Tank)
-Cleric
-Cleric
-Archer/Mage
-Archer/Mage
*These are merely recommendations. The charms, magic pots, and critical suits aren’t a must, seeing as I only had the crit suit (doesn’t really affect anything except how many crits you hit) and an extender. It may even be possible without t4 scrolls, but I haven’t tried. I do however STRONGLY suggest taking at least some t3 r t4 sp pots (the reason will be made clear further in the guide).
**Once again, these are merely suggestions. My party started off as me (tank), a cleric, and a mage. We killed 2 bosses this way, then my mage left and I was joined by another cleric and an archer. Killed a 3rd boss this way, then were joined by another archer and killed the 4th boss. Then one of the clerics d/c’ed and I had to force my mage buddy (F0rtune) to join us, and we killed Cornelius. I DO NOT SUGGEST THAT -.- .
Monsters:
These are the monsters found inside the dungeon (just add a “Dungeon” to each name), which don’t respawn if you and your party leave.

-Gargoyle-
Attack Type:
Physical (Melee)
Special:
None
-By far the easiest monsters in the dungeon, the gargoyles come in groups of 2, have low magic defense, and posses no special attacks.

-Caravan-
Attack Type:
Physical (Melee)
Special:
Heal
Stun
-This monster has the ability to heal itself and other monsters, which it utilizes quite a great deal. They come in sets of 2-3 and are always near other mobs, so be careful when pulling other mobs as these have a tendency to interfere.

-Flame Spirit-
Attack Type:
Magic (Ranged)
Special:
SP Drain (every other hit?)
-These things hurt like hell. Flame spirits come in groups of 2, do intense magic damage (fireball), and have a special sp drain skill on every hit (as far as I can tell). I’m not sure how much the sp drain does, but I know it’s at least 5k (my max sp), and most likely is set to be an instant 0, so watch out. These guys are the reason I strongly recommend sp pots, seeing as they take away your sp faster than you can recover it with stones.

-Nerpa-
Attack Type:
Physical (Ranged)
Special:
Blind Shot
Slow Shot
Utmost Arrow?
Distant Shot?
-When I say blind shot, I mean blind shot. It doesn’t happen every time, but when it does you will know. Your entire screen will go white (I always flip cause I think it’s going to give me the Fiesta.bin error), so try not to freak when you are unable to see anything for a few seconds (3 to 5). Nerpas come in groups of 2 and constantly utilize the archer’s slow shot skill (all skills listed above are lvl 110 archer skills =D), which looks like a summoned arrow that wiggles and moves slowly towards its target, exploding on impact. Be careful when fighting these with tab-targeting, as the arrows have a tendency to glitch and are subject to being tab-targeted. The other skill the nerpa has is one I haven’t determined yet, and is either the distant shot or the utmost arrow. This skill looks as if the ground is being ripped apart as it comes at you at incredible speed (the speed of the action is why I am more inclined to think it is the distant shot and not the utmost arrow).

-Fire Shella-
Attack Type:
Magic (Close Range)
Special:
Summon Flame Walker
-These things have the coolest skill ever!!!! Shellas come in groups of 2 and summon flame walkers, which look like balls of fire. The flame walkers do area damage to the place they stand by use of inferno. Try not to stand where a flame walker stands because their bodies seem to have a flame shield, which does constant inferno damage to whoever is standing on it. Just like the slow shot, these flame walkers have a tendency to become glitched and are targetable, so watch out for that. They tend to stay around even after the flame shella is killed, but don’t worry, once the shella is dead the flame walker no longer has any effect.

-Kruger-
Attack Type:
Physical (Melee)
Special:
Fear
Stun
Degro Slash?
Discharge/Volley?
Cross Counter?
-These are also a pain in the ***. The krugers come in groups of 3, and I strongly suggest not pulling more than 1 at a time. I cannot be certain which skill they use, but I know for sure they use a form of discharge/volley or cross counter (lvl 110 fighter skills =D!!!!!!!). Cross counter blocks the physical damage you do, and doubles it back at you, whereas discharge/volley are massive AoE attacks that require either a 1h or 2h weapon respectively. I also believe they use a form of degro slash (lvl 105 fighter skill =D!!!!!!!), which does critical damage if I’m reading the skill correctly (I may be wrong on this one, so don’t take my word for it). They also have the ability to fear, which sucks especially if you end up running into the other krugers. And watch out because they do have the ability to stun as well. Basically, these things are a combination of everything you don’t want to fight, so be careful because drawing multiple will most likely cause near instant death to you and your party.
Mini Bosses:
A total of 4 mini bosses reside inside the Dragon’s Tomb (once again add “Dungeon” to the name). I think I have them in the correct order of what the each of the doors say, but I may be mixed up. Each of the mini bosses spawn 2 caravans when they fall below ¼ hp.

-Giant Megmaton-
Attack Type:
Physical (Melee)
Special:
Stun
Shield Disarm
-The easiest of the mini bosses, the giant megmaton doesn’t really do much other than punch you. I think it does stun, but I can’t remember. It has low magic defense, so a mage makes things go much, much, quicker. If you are tanking with a shield, be sure to keep your inventory window open as this thing will knock it off from time to time.

-Big Mudman-
Attack Type:
Physical (Melee)
Special:
Fear
t4 Poison
-This looks like a giant mummy doesn’t it? The only thing you really need to watch out for is the fear, which may end up running you into the other mobs in the room if you didn’t pull it back far enough. The t4 poison is just a nuisance because it can’t be cured by a cleric.

-Fire Titan-
Attack Type:
Magic (Ranged/Close Range)
Special:
A wide range AoE
Shield Disarm
Stun
-This one is kind of squishy, but does pretty good magic damage so watch out. That AoE skill is very wierd, and is difficult to explain. It isn’t so much a circle AoE, but almost more of a line AoE. If you are tanking it, you should notice that its first 2 attack do very low damage (less than 90 to me with axe equipped), but it suddenly kicks in a fairly powerful attack, which does some fairly monstrous damage. This one also has the ability to knock off a players, so just watch out for that if you like using shields. Oh, and i just found out, this thing can stun too (happened to my teammate).

-Weasle-
Attack Type:
Physical (Melee)
Special:
Fear
t4 Poison
Blind
-I think this one looks the coolest, and it’s, by far, been the favorite among all my friends. There isn’t anything to watch out for with this one except the t4 poison and fear.
Main Boss:
This is the big one, and it’s the only one you are required to kill to complete the dungeon.

-Cornelius-
Attack Type:
Physical (Melee)
Magic (Ranged/Close Range)
Special:
AoE Fire
Fear
Neutralize
-So here we go. This guy isn’t that god-awful difficult, just annoying. He uses the neutralize skill (lvl 110 archer…why they give a dragon an archer skill is beyond me), as well as an AoE fire (it’s the Mini Dragon KQ all over again just no jump), so just make sure your healer and mage/archers stay back. With the neutralize skill be sure to keep your inventory open at all times, as well as making sure your first slot, and the area around it, is free of items so that you can easily reequip your weapons. Just watch for when Cornelius backs up, and be ready to click your first slot, because when he jumps forward (body slam archer skill @_@?) is when your weapon is removed. Also, Cornelius spawns the Giant Megmaton at ¾ hp, and the Fire Titan at ¼ hp. Other than that, you should be just fine. Oh, and watch out for fear.
Layout:

-Map of Dragon’s Tomb-
Even though each dungeon is unique to each party, the map, the mobs, and the treasure chest locations are all the same (I’ll come to the chests in a minute). You are not required to kill anything but Cornelius, although you will anyway, so if you don’t want to go for the mini bosses you don’t have to.
Now on to the chests. There are a total of 5 chests in the dungeon, marked above (not exact but close), containing an assortment of items, including t5 pots and skill recipes, as well as a key. There are 4 silver keys (silver dots), one for each mini boss (the silver keys may be used on any of the mini boss doors (small black dots) and are not restricted to a certain mini boss), and a gold key (gold dot) to open Cornelius’ door (giant black blob). Although mobs are all around the dungeon, an exceptionally large group typically guards the chests, so when you’re going for the chests, be ready to fight for ‘em.
With that I conclude this guide. I do not know of anything else to tell you about it, and am not here to give strategies and such. The rest is up to you.
NOW GO OUT AND KICK SOME *** AND TAKE NAMES!!!!!!!!!! xD
ps: Remember, if you see anything in here that I may have missed, please post it and I’ll make the corrections. Thank you.
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ok so here’s the extra addition i almost forgot to mention
REWARDS:
t4 hp/sp potions
t5 sp potions (restore 2900 sp)
t5 hp potions (restore 3300 hp)
t2~t4 learning scrolls (material comp/decomp)
t2~t4 learning scrolls (potions/scrolls)
Materials (highest quality)
lvl 85 blue armor***
***This armor has the same base stats as the 9x gear (84~90), but looks like 8x gear. Unlike other blue set gear, these blue do not add to your base hp/sp (boots still add critical rate), but do posses the extra abilities that sets offer. In my personal opinion, these blues are a waste because they lack the hp/sp additions, and have so rare drops that they do not have any good stats yet.
Credits go to the_hurtfull.
