Nightmare Temple in Ragnarok Origin presents challenging encounters requiring careful strategy and card selection to defeat the bosses. Successfully clearing the Temple of Nightmare will reward players with Level 90 Divine Armaments.
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In this Ragnarok Origin guide for Nightmare Temple, you'll learn about Temple styles like card and entry selection recommendations and skill details.
Grief of Hell - Grom (Big-Earth-Invisible)
Temple-Grom presents a challenging obstacle in the Temple of Nightmare. The following are recommended cards and entry selection tips for overcoming this challenge.
- Card Recommendation:
- Damage Reduction Card Configuration:
- Cloak: Orc Baby, Earthworm
- Shield: Penomena, Munak
- Armor: Sandman, Pasana
- Headgear: Giearth
- Damage Infliction Card Configuration:
- Weapon: Minorous, Peco-peco egg
- Entry Selection Recommendation:
- Scene Effect: Periodically, a stone pillar is generated at random and causes damage. Do not stand in its path.
- After eliminating the three sandmen at the beginning, two stone pillars will appear. Evade them.
- Skill (Earth Surge): Creates a crack and spawns a stone pillar at the end (earth attribute).
- How to deal with it: Hit and run, spread out, and pay close attention to skill prompts on the king's head. If you possess clay figurines, you may disregard this move.
- Skill (Giant Horn Charge): Randomly locks onto a player to charge, dealing damage to enemies along the way (no attribute).
- Response method: The targeted player retreats to the periphery and allows the charge to overlap with a stone pillar. While running, the king will dodge left and right.
Pity of Sea - Wendine (Big-Water-Animal)
In the Temple of Nightmare, Shrine-Undine poses its own challenges. Here are the suggested cards and entry selection strategies for this encounter.
- Card Recommendation:
- Damage Reduction Card Configuration:
- Cloak: Marse
- Shield: Orc Warrior
- Armor: Swordfish, Dokebi, Marc, Pot Dofle
- Damage Infliction Card Configuration:
- Weapons: Minorous, Goblin, Drainliar
- Entry Selection Recommendation:
- In this level, it requires a linked skill approach, where skill A must be connected to skill B.
- The first stage of linked skills:
- Skill (Wave): Causes five stages of large-scale damage. Each wave advances toward the back of the king. Do not stand too close.
- Skill (Water Collapse): Requires specific positioning to avoid damage. At the conclusion of the wave, stand on the left and right sides, ready to open the skill range when necessary.
- The second stage of linked skills:
- When the king's HP reaches 80%, it moves to the center of the battlefield and summons enemies in three directions. Clear the area of enemies without allowing them to touch the king to avoid hard damage.
- The skills (Wave) and (Outer Circle-Inner Circle) are similar to the first stage but with additional patterns to be aware of.
- The third stage of linked skills:
- When the king's HP falls below 40%, it summons mobs in three directions. Again, clear them.
- New skills are added, like Omen of Thunder and a cross-range skill, which requires you to dodge.
Wrath of Lava - Salamander (Medium-Fire-Invisible)
In the Temple of Nightmare, Temple-Salamanda is medium difficulty level. Here are suggestions for cards and tips for entry selection for this battle.
- Card Recommendation:
- Damage Reduction Card Configuration:
- Cloak: Orc Baby, Jakk
- Shield: Penomena
- Armor: Pasana, Swordfish
- Headgear: Rampage Bigfoot
- Damage Infliction Card Configuration:
- Weapons: Skeleton Worker, Peco-peco egg, Vadon
- Entry Selection Recommendation:
- This level requires an aggressive lineup to pass. The king's damage is not great, so single supplementation is sufficient.
- The most important skill to be aware of is the linked skill (Shield-Flame Fist), where a Flame Fist occurs when the shield is up. Players then should stand together to share the damage and break the shield to interrupt the attack.
- Skills such as Seed of Flame and Burning Flames should be managed strategically to ensure safe positioning for teammates.
Wind Elegy - Sylph (Stroke-Wind-Human)
Temple-Sylph poses a challenge involving wind in the Temple of Nightmare. Here are the recommended cards and entry selection tips for this encounter.
- Card Recommendation:
- Damage Reduction Card Configuration:
- Cloak: Dustiness
- Shield: Thara Frog
- Armor: Dokebi, Sandman, Steel Chonchon
- Damage Infliction Card Configuration:
- Weapon: Skeleton Worker, Hydra, Mandragora
- Entry Selection Recommendation:
- The key to getting through this level is to effectively pull the wind. Assign two individuals to handle the wind and coordinate their movements.
- As with other elemental skills, wind skills require strategic positioning and teamwork to avoid damage and keep control of the fight.
Ultimate Showdown - Elemental Master (Big-Nian-Demon)
The final challenge in the Temple of Nightmare is the Temple-Master of Elements. Here are the suggested cards and entry selection advice for this encounter.
- Card Recommendation:
- Damage Reduction Card Configuration:
- Choose damage reduction cards based on the four elemental attributes.
- Damage Infliction Card Configuration:
- Weapons: Minorous, Poseidon
- Entry Selection Recommendation:
- At this level, you must turn in Troubled Earth attribute cards. Effectively assign individuals to the element columns.
- The skills of the king have a three-second chanting time, necessitating vigilant observation and prompt healing.
- In this level, summoning elemental spirits and managing the resulting magic circles are crucial to success.
If you follow these suggestions for cards and tips for entry selection, you'll be ready to face the challenges in the Temple Dungeons of Ragnarok Origin Global. Remember to work with your team, communicate well, and adapt your strategies based on each temple style.
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