Within the Elemental Heart of Pandala reigns an untamable energy that only the bravest dare face. Because of the radiation this place gives off, you can only enter the dungeon once per day!
The Elemental Heart changes element every day. So if you explore it:
- On Monday, you'll see its aerial aspect (air),
- On Tuesday, you'll see its incandescent aspect (fire),
- On Wednesday, you'll see its aquatic aspect (water),
- On Thursday, you'll see its earthly aspect (earth).
The Elemental Heart is closed the rest of the week due to fluctuations from the transformation cycle. However, you can explore the dungeon on the third weekend of each month in any element!
Monsters
The dungeon's monsters start with a spell damage bonus that gradually increases. After 3 turns, they get a penalty that increases the damage they take.
- Turn 1: +10% spell damage dealt (Asleep state)
- Turn 2: +15% spell damage dealt (Awakened state)
- Turn 3: +20% spell damage dealt and damage taken x120% (Unleashed state)
The monsters' attack element and resistances depend on the Elemental Heart's element.
The monsters apply several penalties, so being able to debuff yourselves is a plus!
Aerial Primitive Fungi
Fungus Primitif
Lvl 189 to 197
Spells
| Name | Description | Range |
|---|---|---|
| Primitive Harassment Harcèlement primitif | At 6 range, grants 50 Dodge for one turn, deals elemental damage in a one-cell cross and teleports the target to the center of the area. | — |
| Primordial Fog Brouillard primordial | In a three-cell area centered on the target, removes 4 dodgeable MP and 4 range. The Fungi becomes invisible for one turn if it takes damage. | — |
| Ancient Trap Piège antique | At 5 range, sets a two-cell trap that applies, for one turn, a poison dealing 10 damage per AP used. | — |
Aerial Crystal Golem
Golem de cristaux
Lvl 190 to 198
Spells
| Name | Description | Range |
|---|---|---|
| Collapse Éboulement | At 6 range, applies a -15 MP Dodge penalty and a poison dealing 10 damage per MP used. | — |
| Shock Commotion | In melee, in a four-cell cone, deals two lines of Water damage and applies, for one turn, an unbewitchable -1,500 Vitality penalty. | — |
| Temporal Armour Armure temporelle | For two turns, with a three-turn cooldown, grants 50% ranged resistance to the Golem and one ally. A melee attack gives them 1 AP and 1 MP and gives 1 AP to entities in line within three cells; a ranged attack gives them only 1 MP. The bonus stacks up to 3 AP and 3 MP. | — |
Aerial Rock of Plenty
Roc d’abondance
Lvl 191 to 199
Spells
| Name | Description | Range |
|---|---|---|
| Elemental Plenty Abondance élémentaire | At 10 range in a line, in a three-cell half-circle, heals allies, deals damage to enemies and removes 2 AP — not dodgeable but unbewitchable. | — |
| Interminable Erosion Érosion sempiternelle | At 6 range, applies 10% erosion (15% on a critical hit), grants 2 MP to allies across the whole map (3 MP on a critical hit), and deals around 500 elemental damage as lifesteal. | — |
| Ancestral Resistance Résistance ancestrale | At 5 range, on itself or an ally, grants 80 critical resistance. When it is attacked, nearby players gain 5 stacking critical hits and nearby monsters gain 20 critical damage, up to the limits shown by the effect. | — |
Rooms
Room 1
Room 2
Boss room
Boss
Molten Aerial Soul ★
Âme en fusion
Lvl 200
Spells
| Name | Description | Range |
|---|---|---|
| Elemental Force Force élémentaire | At 12 range, in a two-cell square, applies the Gravity state, grants 1,000 Vitality to monsters near the target for three turns and deals elemental damage to the target. | — |
| Mystical Crushing Écrasement mystique | At 2 range, applies 10% erosion and the Weakened state, then deals elemental damage to the target. | — |
| Elemental Impact Impact élémentaire | At 7 range, steals 1 MP and deals two lines of elemental damage, one of which depends on the boss's missing HP. | — |
Dungeon mechanics
Once the fight starts, the boss summons four elemental hearts.
- If you are in line or diagonal with an elemental heart, any attack on you will trigger "unfortunate alignment" and you will be one-shot,
- If you are within two cells of an elemental heart on its turn, you lose 10% resistance plus an extra 10% in that elemental heart's element (but given your positioning, you'll most likely die before your next turn),
- The Golem unlocks Primeval Annihilation, which one-shots you (range 2) if it reaches 15 AP,
- If a monster ends its turn one cell diagonally from an elemental heart, it gets healed,
- If you hit an elemental heart with its own element, the boss moves 4 cells toward it (and can go past it).
At the start of turn 2, the 4 hearts begin a cycle of swapping positions with each other:
To debuff the boss, it must end its turn within 2 range of the heart matching its element. It then loses its invulnerability for two turns. Warning: the position swap happens at the start of the boss's turn, so if the heart of the boss's element is about to swap positions next turn, place the boss within 2 range of the heart that will swap positions with the heart of the boss's element.
Strategy:
Kill the Aerial Rock of Plenty first, then the Aerial Crystal Golem, which you'll have taken care to keep at a distance until then.
To defeat the boss, the best approach is to lock it inside the debuff zone. To do that without getting one-shot, we recommend placing a player with Lock as follows.
All that's left is to burn through the boss's 12,000 HP.
Tips:
- Don't hesitate to position yourselves on the left side of the map, as far as possible from the elemental hearts. That area has fewer dangerous cells and helps you avoid positioning mistakes.
- To help with positioning, use the pull effects triggered by hitting the hearts.
- To see how to clear this dungeon on video, it's here!