Dragon Nest Sea Dragon Nest Guide Stage 6

Posted by Vin Cent On Saturday, November 24, 2012 0 comments

========================

Stage 1: Cannon Islet

Stage 2: Random Islet

Stage 3: Lava Golem

Stage 4: Mutant Cerberus

Stage 5: Random Boss

Stage 7: Sea Dragon 
========================


 

Stage 6: Rock Golem Tamon




Monta has various deadly skills:
* Poison Spore: From HPx4 to x1. It will cast poison spore at one of the party member who draw aggro. After being hit, the person will have an skull icon on his head and poison aura will appear around him (greenish ring). There will be a system notice about it too. That person should be far from the others and party members should not be in the vicinity of the poison aura around him. That person who catch the poison won't actually receive any damage, however anyone else who are in the aura will get 15K~30K damage per second.

* Poison Gas: At the end of each HP bar, after a countdown of 3 sec, the whole field will be filled with poison gas. All party members should run to the platform nearby to avoid being wiped out. Each hit 10k damage, one will probably be dead after this skill is over.  This skill will be casted everytime when each of his HP bar is about to be depleted.

*Vine Grip: From HPx3 to x1. Monta will dig its mounth and spit something out onto the floor. A vine will start chasing a random player. Players who are near the vine will then be entangled with some sort of poison vine (there will be another system notice about it). The bind attack has a certain AOE and can bind more than 1 person.

Deal 1500 damage per second for 10sec. After 10sec, roughly 50k damage will be dealt.  Damage penetrates shield block and avatar. If someone is binded, other party members can save them by breaking the superarmor of the vine. Requires high superarmor skills.

* Berserk: After  6minutes of the battle, Monta might go into Berserk mode. There will be a sword symbol on top of this head. It will start dealing almost 50k damage with any single hit. Mercenary disenchanting howl can remove the berserk status. He will only cast berserk once in the whole battle.

* Stomp: From HP x4 to x1. Monta will slam the floor with his fist, with a ring of rock column appearing around it. The first hit deal 4000~5000 damage, while the rock column can deal as high as 20k damage (aftershock damage). The AOE is 360 degree around him. Will not hit melee range or far away from him.

* Charged Stomp: From HPx3 to x1. Monta will raise his arm high and one of his leg as well to power up his stomp. This attack has unlimited AOE and will hit you no matter where you are. A rock column will be forced out underneath your feet to deal heavy aftershock damage. Avoid this attack by timing your jump, just when his arm is at the highest point and about to slam down. JUMP AWAY from your current spot with arrow key so that you will not be hit by the rock column. Avoid jumping to your party members or you will get hit by his rock column.

* Earth Quake + Chase: Hpx1. Monta will jump and stomp to cause earth quake and faint. Deal large AOE damage to the whole screen. Jump to avoid. Monta will chase after member with highest aggro (normally paladin with provoke)

* Dig underground: Hpx2 to x1. He will dig underground and hide after hitting HPx2. His hand will punch out from the ground sometimes.

* Summon Zombie: summon alot of poison zombie to attack you.

Flower Skill:
* Bite
* Spit Poison
* Roar: This is skill is extremely damaging. Make sure someone disable or kill the flower when everyone is gathering on the platform.

Strategy:

Monta is a very tough boss which requires perfect coordination between party members to kill it without sacrificing anyone. A small mistake could wipe out the whole party instantly. 

Roles

Main Tank (main-T)
* provoke
* make sure your provoke does not get cancel by the flower beside you. 

Sub Tank (sub-T)
*provoke if main-T lose it. 
*Save main-T with avatar+smite+armor break etc if main-T is binded. The reason for using avatar is because the main-T might get infected with poison ring when he is binded. You will be killed if you go near him without avatar. 
*Distract the flower so that it doesn't disturb the provoke of main-T

Mercenary
* Use disenchating howl at the 6th minute to remove berserk on Monta
* Cast highland, superarmor buff whenever gathering at the platform at the end of each HP bar.
* Use devastating howl to reduce the attack of Monta.

Priest
* Cast miracle hand at the TOP of the platform when each of Monta's HP bar is almost depleted. (to be safe, around 10~15% of HP bar)
* Heal the party when necessary.
* Cast various relic (the Great Wall of Relic) around Monta to block the vine. 

Force User
* Cast time acceleration when all the priests finishing casting their miracle hands.
* Use mirror to block the vine if it manage to slip past it.
* Distract the flower so that it doesn't cancel the skills of the main-T

Vine Breaker
* This is a special role given to 1 to 2 member(s) in the party. Normally a fast moving character with high superamor skills. Mercenary, sword master and force user are good candidate for this task. 
* Stay at the back at the relic wall most of the time and reserves high supeararmor break skills.
* Be extremely alert and save party member(s) who get binded ASAP.

Position of Party Members
Party members are not strictly required to stand at the right zone, but that's the place to stand during idling period (not really idle but when your major attack skills/dmg reduction buff is cooldown and you don't really want to attack or waiting for cooldown of miracle hand)

Zone Definition:
High Risk - not blocked by any relics. can be binded anytime and party members might not be able to make it to save you. DO NOT stay there for too long, especially when monta is digging his mouth. 
Medium Risk - Only will get binded with all the relics are down or destroyed by monta.
Low Risk - Almost impossible to get binded, because they are shielded by priests and their relics.



If Main-T get bind, 


If Priest or Sub-T get bind:


The advantage of such formation is that:
* the Vine Breaker (DPS/Merc) can actually see what monta is doing while trying to save the sub-T or priest. DPS/Merc will have the chance to dodge some of the attack while saving instead of sustaining damage while saving.
* The fan-shaped area allows the DPS/Merc to be spaced out to avoid the the raise-leg stomp and at the same time, be protected from Vine grip.

How to attack: DPS can go to the side of the monta to deal damage, but try to stay behind the relics to avoid getting bind. 


Flow of the Battle

At the start of the battle, a paladin with high level provoke run up to the 2 o'clock platform (top right corner) and provoke the boss. The platform is chosen because it is the widest platform among the 4 of them. Monta can't jump up to the platform. All other members do nothing and wait for 6min to pass.

Mercenary get ready to cast disenchanting howl at 6minutes to clear his berserk status. Sub-T get into the position at the other end of the same platform.  After it is done, all party members can start attacking monta from its back while the main-T provoke it. 

At the end of HP x4, wait for a Poison Ring to be cast on the Main-T. This is to prevent the Poison Ring to be casted on a random party members while we are gathering at the top of the platform to avoid the AOE poison gas.  

Once the Main-T is infected with a poison ring, priest 1 cast a Miracle Hand on the top the platform at the position of the Sub-T. This miracle hand can reduce the damage from various stomp and save the party member in case Vine Grip is cast suddenly. 

All other party members move up to the platform and gather in the Miracle Hand. Continue to deal damage to Monta until the AOE Poison Gas is triggered. Priest 2 continue to cast the second miracle hand after the first one finish. 

After the Poison Gas is over, all party members go down from the platform and go into the formation suggested above. Priests cast the Great of Relic around Monta and DPS can start damaging Monta. The 3rd miracle hand can be used if available. Time acceleration should be cast right after the final miracle hand. Devastating howl can also be used to cut the attack Monta after the last miracle hand is cast. Vine Breaker and Sub-T must be extremely alert at all times. 

After hitting the end of HPx3, make sure miracle hand is CD and a poison ring is cast on the Main-T. Repeat the same process again, as with the end of HPx4. 

After this second poison gas, Monta will start tunneling into the ground and summon zombies. Clear the zombies ASAP. When Monta reappear, DO NOT attack before the main-T provoke Monta and lure it to the platform. Once Monta is back into position, everyone else should get into the same formation again. Note that he likes to tunnel a few times during Hpx2. 

Repeat the same thing when his Hpx2 is about to get depleted. Wait for a poison ring, miracle hand, gather, deal damage. This 3rd poison gas attack is the last one you will see. 

Finish the last HP bar in the same formation and you will see the dragon soon.

The chest that appears at this stage normally gives 40A weapons and Saint Glow. Sometimes a comet dust will be drop too. 

Other video:
http://player.youku.com/player.php/sid/XMjY0NjIyOTIw/v.swf
http://player.youku.com/player.php/sid/XMjY3OTE5MTMy/v.swf



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Dragon Nest Sea Dragon Nest Guide Stage 5

Posted by Vin Cent On 0 comments

========================

Stage 1: Cannon Islet

Stage 2: Random Islet

Stage 3: Lava Golem

Stage 4: Mutant Cerberus

Stage 6: Rock Golem

Stage 7: Sea Dragon 
========================


 

Stage 5: Random Boss

Your party will face one of the boss below:

Lizard Brothers: Toast, Crow, Tay




The 3 bosses here are 3 lizard brothers: Crow (Lightning), Toast (Ice) , Tay (Steel).

The HP and defence of the 3 lizards are randomly decided. One of them is very weak, one of them is medium while the last one is very strong. The trick here is, the 3 lizards must be killed within 10sec interval. 

How to differentiate which is the strongest one? 

Normally large AOE skills (miracle hand and other large AOE ultimate for example) can be casted when the battle just started and the HP reduction for each lizards can be observed. The weakest one should be almost dead or dead very soon. The strongest one probably will still be at HP x4 and the remaining one likely with his HP reduced to HPx3. 

All 3 lizards are able to dig into the ground and randomly reappear again. 

The 3 lizards comes wif their original skills in normal abyss, with additional super killer skill: 
Lightning Lizard: AOE lightning 
Ice Lizard: AOE Ice Rain 
Steel Lizard: Spear Swipe / Charge

To avoid the AOE lighting or ice rain, you can either stay very close to the boss or extremely far away from the boss. 
The strongest lizard will cast berserk and increase the trio's damage significantly. It will glows and you will see a sword symbol on top of his head. 

The main strategy here is to split the party member into 2 groups.

Group 1: Main dps + 1 paladin + 1 priest + others
Group 2: 1 paladin + 1 merceneary + 1 priest

Group 1 will focus on the single strongest lizard.

Group 2 will have to focus on the intermediate lizard.

The weak lizard can be killed repeatedly since it is weak and can be killed anytime. He can either be in group 1 or 2. Doesn't really matter because he can be killed almost instantly. 

The two groups should be FAR AWAY from each other so that if any of the 2 lighting/ice lizard cast AOE skills, the other group will not be affected.

The reason why the intermediate and the strong one should NOT be too close is because it would be very difficult to balance their HP. 

Paladin:
* If there are two paladins, both aura should be on: judgement and element aura for extra ice and lightning damage resist. 
* Keep aggro of the lizard and control the position of the lizard so that they are far enough from the other group.
* Interrupt the AOE skill casting is possible. 

Priest:
* Each time after the lizard tunnel in, cast miracle hand when they reappear because sometimes they will cast AOE skills immediately after that.

Mercenary:
* Use high superarmor break skill to interrupt the lizard AOE skills.
* Highland when the lizard tunnel in and about to reappear.
* Typhoon should NOT be used unless the party is going for the kill. Typhoon will mix up the strong and medium lizard: it will be hard to balance their HP if they are together. *  Use disenchanting howl on the strongest lizard when it cast berserk. 

Force User:
* Time accelerate the priest so that miracle hand can be cast each round. 

Once the strongest lizards hp hit at least 1/4 of the last bar, the medium lizard hit at least 1/2 of the last bar bring all of them together. Cast Typhoon, Time acceleration and Miracle hand if available.

The 3 lizards have to die within 10sec interval otherwise they will respawn again. 

Dancing Minataur: Noirbak 



More video:
http://v.youku.com/v_show/id_XMjU3NDE0NTc2.html
http://www.youtube.com/watch?v=QFAoLVkJrtQ

Boss skill: 
1. Cow stampede: High damage. Very dangerous skill for ranged char. Each hit 5000+, crit 13k. When anyone stepped on the magical circle around Noirback, he will activate this skill. Also, he will cast it  at HP x1 and x4.  

2. Slash: Around 10k damage... 

3. Charged Swing: He wil charged up before he swing his axe. 10k damage. Very large AOE. 

4. Stomp: 100% faint unless you have high superamor. 4000+ damage. 

5. Wave Chop EX: After slashing with his axe, black crescent wave similar to dark manticore's skill will propagte outwards. Slash damage is 10k, crescent wave damage 8000. 

6. Frenzy Explosion: Throw alot of axe. Each hit deal roughly 8000. 

7. Dancing Beam:  It is activated when his HP bar x 3 is about to be depleted. A yellow beam will affect players around him. After you are hit, you will start dancing. You won't be able to walk or control your char. After that he will summon more cows to attack you while you are dancing. 
Flow of Battle

When you enter the stage, you will see alot of bone-like pillars around the place. There will be a big magical circle at Noirbak's feet and he is shielded by an invincible shell. Noirbak is also guarded by alot of smaller minataurs. 

Avoid stepping on the magical circle around Noirbak to prevent him to casting the cow stampede, which is very lethal to non-tanker char. 

First, move around the area and make sure you keep an eye on the movement of the boss. Avoid stepping on the magical circle around him at all cost. DO NOT cast any relic/stick or apocalypse claw on the field because those stuff will trigger the cow stampede too if the boss happen to move close to it. 

Agile characters should clear some small bull if possible to facilitate movement of party members. Disabling skills can be used to disable those smaller bull too.  Slowly destroy the pillars around the place to deactivate the invincible shell on Noirbak. 

After destroying all the pillars, Noirbak's invincible shell and the magical circle will disappear. A message will appear on screen when it happens.

He will start by using cow stampede until 1/10 of his first hp bar is depleted. This is the most critical stage of the whole battle. 

 

Paladin should avatar immediately and try to reduce the HP of the boss enough so that the stampede stop. If there is only one paladin, miracle hand+holy shield from priest and devastating howl+taunting howl+superarmor buff+highland from mercenary need to be casted all together. High HP char should help the paladin to down the HP of the boss till the stampede char.

NOTE: Chars like mage and archer will die EVEN in Hand of Miracle. That's how powerful the  cow stampede is.Highland is absolutely recommended here. 

Female char should stay far away from the boss and hide behind the mirror of the force user and priest hand of miracle, until the cow stampede stop. 
 

HP x 4 and x3 is very easy.  Paladin keep aggro on himself and stay near the edge of the map. Other classes just deal damage to the boss.

When HP x3 is about to be depleted, he will start casting the notorious "Dancing Beam". The beam itself deals no damage but the smaller bull around the boss will deal heavy damage to the dancers. Relic of hold, timestop and other means of disabling skills should be used to keep whoever close to the boss and affected by the dancing beam safe. Ranged char should deal damage from far to avoid being hit by the beam. 

During his last HP bar, he will cast casting Bull charging again, which is extremely dangerous for low HP char without shield block. Force user can use mirror to block the charging stampede. 

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Dragon Nest Sea Dragon Nest Guide Stage 4

Posted by Vin Cent On 0 comments

========================

Stage 1: Cannon Islet

Stage 2: Random Islet

Stage 3: Lava Golem

Stage 5: Random Boss

Stage 6: Rock Golem

Stage 7: Sea Dragon 
========================



 Stage 4: Mutant Cerberus




More video:
http://zoome.jp/uncial/zpdia/p/55/4



The safest and fastest way to pass this stage, is to drag the cerberus to one of the lane.
It doesn't really matters, left or right, as long as all party members gather at one. For the sake of discussion, we will assume that the party gathers at the left lane (according to minimap)

Paladin make sure that the cerberus head is facing wall/edges and DPS can deal damage safely from behind of the cerberus

Mutant Cerberus skill:
1. Smashing the floor with paws. Similar to normal cerberus. After smashing, a black circle will be created at the area on the floor. This black circle can deal damage. The damage of the black circle seems to be high.

2: Spinning attack. After a roar annimation, he will make a spin and deal damage to its surrounding.

3. Roar:  When the HP reach x3, the cerberus will roar and push everything backwards. This skill itself does not deal much damage, but it is very dangerous to the whole team. Reason see below.

4. Jump: When the HP reach x2, he will jump and dive towards the person drawing aggro.When he land, dark energy ball will be flying out in all direction. The damage is around 10k.  Very dangerous for DPS. Make sure the one drawing aggro is the tanker after HP x2.

5. Dark Lighting Ball: Deal very high damage. The casting animation is similar to the AOE lighting of the normal cerberus. Alot of lighting ball will travel from his body in the path illustrated below:



An important thing to note here is, shadows will be spawning from the sides of the map (see the first figure above). The shadows will slowly move upwards and eventually reach the explosion area, where it will deal 120k damage to whoever nearby. The strategy suggested here is to ignore the shadows at the right side and the whole team gather at the left side to stop the shadows while killing the cerberus at the same time. 

Shadows skill:
1. Purple cannon: High damage.
2. Firewall: Similar to elemental lord's fire wall. High damage. 

The shadows are not immune to all sort of abnormal status (timestop, bind, slow, etc). The superarmor also can be broken.

Paladin:
* Provoke all the way and make sure the cerberus is facing away from other party members and towards the edge/wall. The dark circle from paw smashing will not be formed near the edge. 

Priest:
* Take turn to cast hand of miracle to make sure the paladin survive.
* Line up all your relics properly to form a wall to separate the party members from the cerberus. It will block the energy ball from his jump and also prevent him from walking towards the dpser if the paladin lose the aggro.

Force User:
* Cast time acceleration at appropriate time to refresh all other party members skills
* Cast mirror in line with other priest's relic to block attack from the cerberus and prevent any movement of the cerberus.

Mercenary:
* Use superarmor buff when you notice paladin are trapped and floated by the dark circle, Or when the cerberus is about to use the roar attack
* Highland when necessary, especially during the last 2 HP bar. 
* Use devastating howl when necessary, especially when the priest' miracle hand is on CD and the cerberus is about to Jump. 

Other classes 
*Make use the shadows are down ASAP before they get to the magical circle outside of the lane. 

NOTE:
Besides the main tanker, other member should stand near the tree (at the right lane) or the rock (at the left lane) to prevent yourself from being blown out when the cerberus Roar.

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Dragon Nest Sea Dragon Nest Guide Stage 3

Posted by Vin Cent On 0 comments


========================

Stage 1: Cannon Islet

Stage 2: Random Islet

Stage 4: Mutant Cerberus

Stage 5: Random Boss

Stage 6: Rock Golem

Stage 7: Sea Dragon 
========================




Stage 3: Lava Golem
This stage is very tough stage. There are 8 platforms around the vicinity, with the Lava Golem in the middle. After a countdown of 5 second, the whole place will be flooded with lava. Each party members is supposed to stand on top of each platform.  If more than one person is standing on one of the platform, the whole team will be wiped out. 

Therefore, it is recommended that each party members are assigned a platform and he/she is supposed to remember its location. The cooldown for each lava flood is roughly 30seconds. You are only able to deal damage safely on the floor when the lava subside. Cooldown of various skills are good measures to time the lava flood. The boss has very high crit resist. therefore it will take
some time to kill the boss.

Now how to assign the platform to each party members. First take a look at the mini map below:



It is recommended that you enlarge the mini map by using "=" button before this stage to see the platform clearly. You are able to see if whether the platform is already occupied by a party member. When you first enter the map, don't rush into damaging the boss first. Each member should take some time to stand on their own platform and remember its location.

Taking the north at 12 o'clock, Tanker class should be standing at 5,6,8 o'clock location whereas DPS class should be standing at 10, 11, 1 o'clock. Why? Because the boss initially is facing the 6 o'clock platform and the paladin should be using provoke and drag aggro to himself. DPS class can deal damage at the back of the boss.

Boss Skill:
1. Ground punching and single-hand earth flipping: Lava Golem has very similar attack pattern to the rock golem in manticore nest. The difference is, 3 pillars of fire will be created around his fist when he punch the ground. Low damage.

2. Fireball: Lava golem will throw a fireball from his head which will split into 4 smaller balls upon explosion (similar to the manticore gravity ball crest). The first fireball travel in a projectile motion (just like punishing swing of mercenary). Upon explosion, the ball will split in the X-fashion (see diagram below)

O ━━━━━━━━━X

o = lava golem
━━━━━━━━━ = big fire ball travel direction
X = smaller fire ball travel direction upon explosion

It is recommended to blink backward or forward if the big fire ball is thrown to you. High damage. Around 5~6k.

3. Ring of fire: Normally right after the lava flood, lava golem will cast this skill to push party members down from the platform. This skill is similar to Spectrum Shower cast by the Hellmode manticore. There are two rings, inner and outer ring. The outer ring is at the vicinity of the platform. High damage around 15k. To avoid being damage, move towards the inner ring quickly after you see the casting motion.
NOTE: After you see the system notice "Successfully avoiding lava floood", you may jump down from the platform and stay on the floor, even though you will see some lava on the floor (they won't damage you anymore).

4. Double-hand earth flipping : Lava golem use both of his hand to flip the earth in front of him, creating a line of explosion in front of him. Low damage and easy to dodge.

5. Fire charging: When lava golem only hav 2 bars of hp, he will start charging forward with whole body on fire, very similar to electric ogre in apocalypse. Instead of lighting ball, fire ball will be shooting out from his sides, burning anyone who get hit by it. However, unlike electric ogre who only charge in a straight line, lava golem can actually turn and follow the person he is trying to charge. A simple method to jam the boss is, when the lava boss start charging, run towards a platform, jumping on to it and go behind it. Since the boss can't jump over, he will try to charge into the platform. DPS classes can safely damage the boss at this moment from behind.

6. Ignition: When lava golem is at his last bar of hp, he might use ignition when anyone is inflicted with burn status. This ignition is an almost an instant kill (54k+ damage), ignore block, avatar, stance of faith, evasion stance. Priests play a very important role here, by keep casting hand of miracle and hand of curing to cure abnormal status. A single priest is normally not enough. 2 priests and 1 force user with time acceleration will be able to cover the cooldown of the two relics. Do note that the casting of ignition is very fast. Therefore it is very important to keep one of the relic availabe on the field at all time. Warrior has an advantage here because they can clear the burn status easily on their own. Highland also keep the whole party and himself alive if ever ignition happens. Other class try not to get hit and burn at all.

During the last bar of Hp, tankers play a very important role here. Since the platform is very small, if the one drawing aggro is not a tanker with block, the lava boss can actually push the guy down from the platform, causing the whole team to be wiped out. Therefore, non cleric classes are not recommended to hit the boss while standing on the platform to avoid drawing the aggro of the boss onto yourself.

Others:
* Lava golem is weak to both ice attack and resist fire attack.
* If you are unable to reach the platform in time, it is recommended that you leave your party ASAP. Otherwise, you might cause the whole team to be wiped out.
* Paladin should not cast stance of faith when the lava flood is coming. You cant jump to the platform and will lead to the failure of team. This applies to hacking stance of sword master too.

Upon clearing this stage, a chest will appear with two pieces of 40A armor/weapon + a high level A ranked accessory.

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Dragon Nest Sea Dragon Nest Guide Stage 2

Posted by Vin Cent On 0 comments

========================

Stage 1: Cannon Islet

Stage 3: Lava Golem

Stage 4: Mutant Cerberus

Stage 5: Random Boss

Stage 6: Rock Golem

Stage 7: Sea Dragon 
========================



Stage 2: Random Islet 


Your party will be transported to one of the two islets randomly.

Berserk Islet: 



There are 4 switches on this islet. After a certain countdown, various debuff will be casted on the whole party members, unless your party members click the switches according. 

The order of clicking the switches is random, and depends on spawn order of monsters:

For example: The monster spawn order is White Skeleton, followed by Red Gargoyle, then Green Zombie, and lastly Blue monster. Then your party members are supposed to press the switches according the following order: White, Red, Green and Blue. 

All these have to be done in 7 seconds, otherwise a certain debuff will be inflicted upon your party members. You have to clear all the monsters that spawn too. This has to be performed 3 times before passing this stage. 

TIPS: If the party members are not communicating with YY or any voice communication, just assign the time of pressing the pillar according to the countdown timer. For example: during 7~6 = first person press, 5~4 =second person press, 3-2 = third person press, 1 = final person press. 

There will be 3 type of debuff in the islet (in the following order): 

First debuff: Cooldown increase by 10x. Basically it is the reverse of time acceleration. 

Second debuff:  Attack decrease by 50%. 

Third debuff: Friendly fire. Basically this debuff will cause your skill to damage your own party member. So don't attack if you are inflicted with this debuff. Just wait till the debuff is over while running around.  

Note: all mobs in this stage can be inflicted with various debuffs:  timestop, slow, freeze, down, etc.

Poison Islet



At the middle of the islet, there is a hole that will suck your party members into it periodically. Your HP will drop very fast if you get sucked into it. If ever someone in the party get sucked in, one of the party member is supposed to click one of the two magical stones at the side of the islet to release them from the hole. 

Note: 
* Highland will make sure whoever drop into the hole will not be killed.
* Paladin on Divine Avatar will not be damaged in the hole too.
* Holy Shield of Saint (if the magic attack is high enough) will save the person in the hole too.

You are required to clear 3 waves of monsters:

First wave: A bunch of zombie. It is suggested that everyone gather around a corner, then just keep attacking. 

Second wave: Man-eating plant. They spawn all round the islet, Move in groups slowly around the islet and killing them all. 

Third Wave: 4 x Poison Ogre. 

Note that there are also traps lieing around, which will push columns of poison cloud out if you step on it. 

After clearing this stage, chest will appear, Normally the drop is 2 x 40A armor/weapon + one dragon scale. The dragon scale is an ingredient to craft the Revive Apple (allow you to revive once in sea dragon nest) and Dragon Scale Soup ( allow you to survive the lethal dragon's breath attack)

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Dragon Nest Sea Dragon Nest Guide Stage 1

Posted by Vin Cent On 0 comments
========================

Stage 2: Random Islet

Stage 3: Lava Golem

Stage 4: Mutant Cerberus

Stage 5: Random Boss

Stage 6: Rock Golem

Stage 7: Sea Dragon 
========================


Stage 1: Cannon Islet

There are a total of 8 cannons, 4 at the front, 4 at the back.
it is recommended that mages and archers man the 4 cannons at the back. Clerics and warriors handle the ones at the front.

There will be 5 waves of monsters coming from the cave in front.

Everyone just keep shooting at whatever that are coming out from the cave.

The 1st and 2nd waves of monster are very easy and normally won't pose any troubles

Priest: At the 3rd, 4th and 5th wave, if required, priest should cast Hand of Miracle in the middle of the 8 cannons to protect anyone from damage.



Warrior: Highland the party member if required.
Force User: Time acceleration if needed so that the priest can cast miracle hand at 5th wave.
Paladin: Provoke and distract monsters below the cannon. Keep yourself alive with various invincible and block skills.

Important Note for Cannon User:

* Left click to man the cannon. press ESC to go back to normal battle mode.
* After engaging to the cannon, left click to use normal cannon shot (1sec cd). Use right click for  a more powerful charged attack ( 10+sec cd)
* Remember the cannon travels in a projectile manner. Aim higher to hit your target.
* Cannon will not damage your own party members but will flinch them and interrupt their skills. 

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Dragon Nest Mod Korean Voices

Posted by Vin Cent On Thursday, November 8, 2012 0 comments


How to install:

1. Click here -> http://www.mediafire.com/?vems64dudibxaou

2. Download the correct pak file. The files are all separated to replace your current costume. For example if you are wearing hair then simply download Resource00-Korean Voices Fixed.pak. Or you can just download the .rar file that includes all of it.

3. Put the .pak file into your dragon nest folder. For NA, it is C:/Nexon/DragonNest.

4. Start the game and enjoy! Remember to remove the .pak files before patching the game.

Enjoy !! :)
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Dragon Nest School Hair Mod Warrior

Posted by Vin Cent On Sunday, November 4, 2012 0 comments



How to install:

1. Click here -> http://www.mediafire.com/?qb217t1f26tjqqp

2. Download the correct pak file. The files are all separated to replace your current costume. For example if you are wearing hair then simply download Resource00-wa_hair-wa_school01_hair.pak. Or you can just download the .rar file that includes all of it.

3. Put the .pak file into your dragon nest folder. For NA, it is C:/Nexon/DragonNest.

4. Start the game and enjoy! Remember to remove the .pak files before patching the game.

Enjoy !! :)
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