Difference between revisions of "User:Mnnedith"

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In TRO, we have custom modifiers (both affect damage or resistance) which do not exist in KRO or any other RO servers whether its official or private. Those custom damage modifiers are:<br>
 
In TRO, we have custom modifiers (both affect damage or resistance) which do not exist in KRO or any other RO servers whether its official or private. Those custom damage modifiers are:<br>
 
{| class="wikitable" style="margin:auto; text-align:center"
 
{| class="wikitable" style="margin:auto; text-align:center"
!colspan="3" | Custom Modifiers
+
!colspan="4" | Modifiers
 
|-
 
|-
 
|rowspan="9" | Damage Modifiers
 
|rowspan="9" | Damage Modifiers
|| Physical Damage || It boost your physical damage<br>My note: it is self-explanatory really. Physical damage affect all damage that is not MISC or MAGIC. Skills like Bowling Bash, Eruption, Overbrand, Fatal Menace are all affected by this modifier.
+
|| Physical Damage || colspan="2" | It boost your physical damage<br>My note: it is self-explanatory really. Physical damage affect all damage that is not MISC or MAGIC. Skills like Bowling Bash, Eruption, Overbrand, Fatal Menace are all affected by this modifier.
 
|-
 
|-
| Melee Damage || It boosts your melee damage<br>My note: it boost every skills that is melee but not auto-attack. Remember, skills that uses spear are NOT melee, thus will not be affected by this mofiier
+
| Melee Damage || colspan="2" | It boosts your melee damage<br>My note: it boost every skills that is melee but not auto-attack. Remember, skills that uses spear are NOT melee, thus will not be affected by this mofiier
 
|-
 
|-
| Single Target Damage || It boosts single target damage<br>My note: It boosts every type of single target damage, whether it is physical or magical. Skills like Finger Offensive, Pierce, Hundred Spear, Spiral Pierce, Pressure are affected by this modifier.
+
| Single Target Damage || colspan="2" | It boosts single target damage<br>My note: It boosts every type of single target damage, whether it is physical or magical. Skills like Finger Offensive, Pierce, Hundred Spear, Spiral Pierce, Pressure are affected by this modifier.
 
|-
 
|-
| AOE Damage || It boosts your AOE damage<br>My note: It boosts every type of AOE damage, whether it is physical or magical. Skills like Storm Gust, Meteor Storm, Wind Cutter, Psychic Wave, Diamond Dust are affected by this modifier.
+
| AOE Damage || colspan="2" | It boosts your AOE damage<br>My note: It boosts every type of AOE damage, whether it is physical or magical. Skills like Storm Gust, Meteor Storm, Wind Cutter, Psychic Wave, Diamond Dust are affected by this modifier.
 
|-
 
|-
| Ranged Damage || It boosts your ranged damage<br>My note: It boosts every ranged damage. Skills like Warg Strike, Barrage, Spore Explosion, Acid Terror, Demonstration are affected by this modifier.
+
| Ranged Damage || colspan="2" | It boosts your ranged damage<br>My note: It boosts every ranged damage. Skills like Warg Strike, Barrage, Spore Explosion, Acid Terror, Demonstration are affected by this modifier.
 
|-
 
|-
  +
| Magic Damage || colspan="2" | It boosts your magic damage<br>My note: It boost your magic damage. Skills like Storm Gust, Gravitational Field, Fire Walk, Magnus Exorcismus are affected by this modifier.
| Magic Damage || asd
 
 
|-
 
|-
  +
| Element Damage || colspan="2" | It boost your particular elemental damage<br>My note: Pretty self explanatory, it boost a particular element. This usually boost magical damage since skills that use elemental damage are mostly magic.
| Element Damage || asd
 
 
|-
 
|-
  +
| Spellcasting Damage || colspan="2" | It boost your spell damage depending how long you cast the spell<br>My note: The higher your variable cast time reduction, the lower the spellcasting damage modifier will be. Thus, it is recommended to have at most 30% variable cast time reduction to have this spellcasting modifier powerful still.
| Spellcasting Damage || asd
 
 
|-
 
|-
  +
| Auto-attack Damage || colspan="2" | It boost your auto-attack damage<br>My note: Pretty self-explanatory, it boosts only your auto attack damage (Double Attack and Triple Attack). If you're a battle priest who use Duple Light, this won't boost your Duple Light damage. Only your auto attack.
| Auto-attack Damage || asd
 
 
|-
 
|-
|rowspan="5" | Resistance Modifiers
+
|rowspan="6" | Resistance Modifiers
|| Melee Resistance || It reduces melee damage from enemies<br>My note: One of the three damage type resistance in TRO. Use this in early to midgame, in lategame the most damaging damage is usually magic and ranged. Adding more melee resistance is not necessary
+
|| Melee Resistance || colspan="2" | It reduces melee damage from enemies<br>My note: One of the three damage type resistance in TRO. Use this in early to midgame, in lategame the most damaging damage is usually magic and ranged. Adding more melee resistance is not necessary
 
|-
 
|-
| Magic Resistance || It reduces magic damage from enemies<br>My note: One of the three damage type resistance in TRO.
+
| Magic Resistance || colspan="2" | It reduces magic damage from enemies<br>My note: One of the three damage type resistance in TRO.
 
|-
 
|-
| Ranged Resistance || It reduces ranged damage from enemies<br>My note: One of the three damage type resistance in TRO.
+
| Ranged Resistance || colspan="2" | It reduces ranged damage from enemies<br>My note: One of the three damage type resistance in TRO.
 
|-
 
|-
| Size Resistance || asd
+
| rowspan="3" | Size Resistance
  +
| Small || It reduces damage from small-sized enemies<br>My note: It reduces melee, magic, and ranged damage as long as its from small-sized enemies. Not a lot of endgame enemies are small-sized, equip according to the type of enemies you face
 
|-
 
|-
  +
| Medium || It reduces damage from medium-sized enemies<br>My note: It reduces melee, magic, and ranged damage as long as its from medium-sized enemies. Most endgame enemies (including MVPs) are medium and large sized, equip according to the type of enemies you face
| Class Resistance || asd
 
  +
|-
  +
| Large || It reduces damage from medium-sized enemies<br>My note: It reduces melee, magic, and ranged damage as long as its from large-sized enemies. Most endgame enemies (including MVPs) are medium and large sized, equip according to the type of enemies you face
  +
|-
  +
| rowspan="2" | Class Resistance
  +
| Normal Monster Resistance || colspan="2" | It reduces all kinds of damage from normal monsters<br>My note: asd
  +
|-
  +
| Boss Monster Resistance || colspan="2" | It reduces all kinds of damage from boss monsters<br>My note: asd
  +
|-
  +
| Race Ressitance || colspan="3" | It reduces all kinds of damage from a particular race<br>My note: There are too many races in RO, totally not worth the effort.
  +
|-
  +
| Elemental Resistance || colspan="3" | It reduces a particular elemental damage from enemies<br>My note: There are 10 elements in RO. It's not a good idea to build on this type of resistance because most endgame enemies have more than one elemental attack at their disposal , thus building specific type of elemental resistance is not rewarding enough.
 
|}
 
|}
 
== '''Level 100-140''' ==
 
== '''Level 100-140''' ==

Revision as of 02:33, 3 December 2023

General Guide to Everything in TRO

General Knowledge

Prontera's Kafra
The Kafra at Central Prontera (/navi prontera 157/183) is different from the usual Kafra. She also acts as universal rental NPC (Cart, Mado, Gryphon, Dragon) and allows you to open storage other than your main one. In TRO, there is a total of 6 personal storages you can access. The main one usually accessed by storage is Storage 0. The rest of the storage is accessed through the aforementioned Kafra.

Refining

In TRO, refining system is changed to soothen our burden...alskdlaksjd. There are various method to refine our gears.
Whitesmith Weapon Refine
With your whitesmith skill "Weapon Refine", you'll be able to refine your weapon up to +20. If you fail in refining your weapon, the weapon will not break but will delevel instead.
My note on this refine system: Pretty neat, however it is not recommended to use this method to refine this past +7 because you'll burn your Oridecon faster than the other methods.

Blessed Oridecon / Blessed Elunium
Typical refine system where you use Blessed Oridecon or Blessed Elunium to refine your gears. Failure won't break or delevel your gears.
To make Blessed Oridecon or Blessed Elunium, you need to go to Blessed Bro NPC (/navi paramk 67/100). To go to Paramarket, go click Market Warper sign near the center of Prontera and choose whatever option and you'll be teleported to the Paramarket. Below is the required materials to make Blessed Oridecon / Elunium

Blessed Bro NPC
Items Required Materials
Blessed Oridecon 20x Oridecon and 1 million Zeny
Blessed Elunium 20x Elunium and 1 million Zeny


To use the blessed ores, you need to talk to Blacksmith Dister (/navi prt_in 52/56). Keep in mind that you can only use Blessed Oridecon / Elunium if your gear refine level is +6 or above. There is also zeny cost but it is negligible (around 40k Zeny per refine attempt).
My note on this refine system: Cool, but it is costly. Use this method to refine this to +12. Higher than that the failure chance is so high that it's not worth burning your every resource of Zeny and Oridecon/Elunium

Dupe Refining
The bread and butter of refining in TRO. Basically, you use your duplicates to refine your gears. Let's say you have +10 Katana [4]; with another Katana [4] in your inventory, you'll be able to dupe refine it to increase its level to +11. This goes up to +20.
The required refine level to use dupe refining is +4. To use dupe refining, go to Safe Refiner NPC (/navi prt_in 55/60). It cost a measly 1,000z and the duplicate to dupe refine.
My note on this refine system: You don't even need Blessed Ores or Whitesmith Weapon Refine. This is the only way to go. You can start at +4 which means you'll need only 17 dupes to refine it to +20. Good luck!

Enchantments

Here in TRO, enchanting is different from your usual renewal server. Here we use enchant stones and there is no RNG just as advertised. Enchant stones are divided based on their level (120, 130, 140, 150, 160, up until 200). Here is the list on how to get them:

Where to find Enchant Stones
Level of Enchant Stones How to Obtain
Enchant Stone 120 Ghost Palace instance quest reward
Enchant Stone 130 Airship Raid instance quest reward
Enchant Stone 140 Devil's Tower instance quest reward, Faceworms Nest instance quest reward, Charleston Crisis instance quest reward
Enchant Stone 160 Buy at Geffen Magic Tournament instance shop, Bios Island instance quest reward, Morse's Cave instance quest reward, Temple of the Demon God instance quest reward
Enchant Stone 170 Magma Dungeon 3 drops (5% from Rigid Lava Golem, 2.5% from the rest of the mobs of said dungeon), EDDA biolab instance quest reward
Enchant Stone 180 Einbech Dungeon 3 drops, Odin Past drops, Abyss Lake 4 drops (all at 5% drop rate)
Enchant Stone 200 Dark Monastery drops and Old Glast Heim Hard & Challenge Mode instance quest reward

How to use those enchant stones? Easy. You just use it like a normal consumable when you equipped enchant-able gears. There are three slots of enchants, with the second and third slot unlock a different effect which you can enchant to your gears. Look below for the complete list

Enchantment List
Slot 1 Enchants STR, AGI, VIT, INT, DEX, LUK, DEF, MDEF, HP Regen, SP Regen, ASPD%, ATK, MATK, Crit, HIT, Flee
Slot 2 Enchants STR, AGI, VIT, INT, DEX, LUK, DEF, MDEF, HP Regen, SP Regen, ASPD%, ATK, MATK, Crit, HIT, Flee,
Normal Monster Killer, Boss Monster Killer, Normal Monster Resist, Boss Monster Resist, Heal Power, Cast Time Reduction
Slot 3 Enchants STR, AGI, VIT, INT, DEX, LUK, DEF, MDEF, HP Regen, SP Regen, ASPD%, ATK, MATK, Crit, HIT, Flee,
Normal Monster Killer, Boss Monster Killer, Normal Monster Resist, Boss Monster Resist, Heal Power, Cast Time Reduction,
Ranged Damage, Melee Damage, Critical Damage, Magical Damage, Spellcasting Damage, Single Target Damage, AOE Damage, Control Rate, Homunculus Damage, Skill Delay, Max HP%, Max SP%

Max level of each slot is 10. For example, STR+10, DEF+10, and AOE Damage+10%. Also, you don't have to fully upgrade the first slot enchant to enchant the second slot, you just need to enchant the first slot once to enchant the second slot. For example, STR+1, DEF+1, AOE Damage+10%. However, it is recommended to fully enchant your gears because these enchants are powerful

Gear Progression

In TRO, we have custom modifiers (both affect damage or resistance) which do not exist in KRO or any other RO servers whether its official or private. Those custom damage modifiers are:

Modifiers
Damage Modifiers Physical Damage It boost your physical damage
My note: it is self-explanatory really. Physical damage affect all damage that is not MISC or MAGIC. Skills like Bowling Bash, Eruption, Overbrand, Fatal Menace are all affected by this modifier.
Melee Damage It boosts your melee damage
My note: it boost every skills that is melee but not auto-attack. Remember, skills that uses spear are NOT melee, thus will not be affected by this mofiier
Single Target Damage It boosts single target damage
My note: It boosts every type of single target damage, whether it is physical or magical. Skills like Finger Offensive, Pierce, Hundred Spear, Spiral Pierce, Pressure are affected by this modifier.
AOE Damage It boosts your AOE damage
My note: It boosts every type of AOE damage, whether it is physical or magical. Skills like Storm Gust, Meteor Storm, Wind Cutter, Psychic Wave, Diamond Dust are affected by this modifier.
Ranged Damage It boosts your ranged damage
My note: It boosts every ranged damage. Skills like Warg Strike, Barrage, Spore Explosion, Acid Terror, Demonstration are affected by this modifier.
Magic Damage It boosts your magic damage
My note: It boost your magic damage. Skills like Storm Gust, Gravitational Field, Fire Walk, Magnus Exorcismus are affected by this modifier.
Element Damage It boost your particular elemental damage
My note: Pretty self explanatory, it boost a particular element. This usually boost magical damage since skills that use elemental damage are mostly magic.
Spellcasting Damage It boost your spell damage depending how long you cast the spell
My note: The higher your variable cast time reduction, the lower the spellcasting damage modifier will be. Thus, it is recommended to have at most 30% variable cast time reduction to have this spellcasting modifier powerful still.
Auto-attack Damage It boost your auto-attack damage
My note: Pretty self-explanatory, it boosts only your auto attack damage (Double Attack and Triple Attack). If you're a battle priest who use Duple Light, this won't boost your Duple Light damage. Only your auto attack.
Resistance Modifiers Melee Resistance It reduces melee damage from enemies
My note: One of the three damage type resistance in TRO. Use this in early to midgame, in lategame the most damaging damage is usually magic and ranged. Adding more melee resistance is not necessary
Magic Resistance It reduces magic damage from enemies
My note: One of the three damage type resistance in TRO.
Ranged Resistance It reduces ranged damage from enemies
My note: One of the three damage type resistance in TRO.
Size Resistance Small It reduces damage from small-sized enemies
My note: It reduces melee, magic, and ranged damage as long as its from small-sized enemies. Not a lot of endgame enemies are small-sized, equip according to the type of enemies you face
Medium It reduces damage from medium-sized enemies
My note: It reduces melee, magic, and ranged damage as long as its from medium-sized enemies. Most endgame enemies (including MVPs) are medium and large sized, equip according to the type of enemies you face
Large It reduces damage from medium-sized enemies
My note: It reduces melee, magic, and ranged damage as long as its from large-sized enemies. Most endgame enemies (including MVPs) are medium and large sized, equip according to the type of enemies you face
Class Resistance Normal Monster Resistance It reduces all kinds of damage from normal monsters
My note: asd
Boss Monster Resistance It reduces all kinds of damage from boss monsters
My note: asd
Race Ressitance It reduces all kinds of damage from a particular race
My note: There are too many races in RO, totally not worth the effort.
Elemental Resistance It reduces a particular elemental damage from enemies
My note: There are 10 elements in RO. It's not a good idea to build on this type of resistance because most endgame enemies have more than one elemental attack at their disposal , thus building specific type of elemental resistance is not rewarding enough.

Level 100-140

Level 141-180

Up to this point, you'll need a fully enchanted and carded gears. There are custom cards that are generally good for all classes.

TRO Leveling Dungeon 1
Card Name Effect Compound on Dropped by
Amelit Card Adds a high chance to restore 1% HP when physically attacking Weapon / Shield Amelit
Emelit Card All class resistance + 20% Armor Emelit
Rubylit Card Melee resistance + 30%
Ranged resistance + 10%
Shoes Rubylit
Sapphlit Card Magic resistance + 30% Shield Sapphlit
Topalit Card When using First Aid, autocast level 1 Renovatio on the user Accessory Topalit


The level 2 of TRO leveling dungeon require you to be at least level 151. Be careful, enemies here are super slow but hit like a truck. The cards are good for the next content you're going to be tackling.

TRO Leveling Dungeon 2
Card Name Effect Compound on Dropped by
Dark Knight Card Increase damage dealt when wielding one of the following weapons by 20%
Two-Handed Sword, Spear, Two-Handed Spear, Scythe, Axe, Two-Handed Axe, Katar, Huuma Shuriken
Weapon Dark Knight
Earth Knight Card Melee damage + 10% Weapon Earth Knight
Flame Knight Card Increase damage dealt when wielding one of the following weapons by 20%
Dagger, Sword, Mace, Knuckle, Instrument, Whip, Guns
Weapon Flame Knight
Ice Knight Card Magic all class killer + 10% Weapon Ice Knight
Light Knight Card Heal Power + 50%
If equipped by a Crusader: Increase Holy and Neutral element magic damage by 30%
Weapon Light Knight


Level up in the second level of TRO leveling dungeon up until 170. Go directly to Magma Dungeon 3 and farm Lava Leather set (equip according to your build) and farm dupes until you get every lava leather gears to +20 and fully enchanted. You could farm enchant stone 170 at EDDA biolab instance, it is much faster than Magma Dungeon 3. Once you fully enchant and refine them to +20, it'll be smooth sailing in Odin's Past, Abyss Lake 4, or Einbech Dungeon 3.

Level 180-200

Level 200-

Upgrade Your Gears / Making Builds

Bio Lab 5
Card Name Effect Compound on Dropped by
True Eremes Guile Card Critical damage + 20%
----------------------------
When compounded to level 4 weapon: Critical damage + 5%
Refine level +10: Critical damage +5%
Weapon V Eremes
True Margaretha Sorin Card Holy magic + 20%
----------------------------
When compounded to level 4 weapon: holy magic + 5%
Refine level +10: Holy magic +5%
Weapon V Magaleta
True Kathryne Keyron Card Spellcasting damage + 20%
----------------------------
When compounded to level 4 weapon: Spellcasting damage + 5%
Refine level +10: Spellcasting damage +5%
Weapon V Katrinn
True Cecil Damon Card Ranged damage + 20%
----------------------------
When compounded to level 4 weapon: Ranged damage + 5%
Refine level +10: Ranged damage +5%
Weapon V Shecil
True Howard Alt-Eisen Card AOE damage + 20%
----------------------------
When compounded to level 4 weapon: AOE damage + 5%
Refine level +10: AOE damage +5%
Weapon V Harword
True Seyren Windsor Card Melee damage + 20%
----------------------------
When compounded to level 4 weapon: Melee damage + 5%
Refine level +10: Melee damage +5%
Weapon V Seyren
True Randell Lawrence Card Physical resistance + 20%
----------------------------
When compounded to level 4 weapon: Physical resistance + 5%
Refine level +10: Physical resistance +5%
Weapon V Randel
True Flamel Emure Card Control + 20%
----------------------------
When compounded to level 4 weapon: Control + 5%
Refine level +10: Control +5%
Weapon V Flamel
True Celia Aldea Card Magic resistance + 20%
----------------------------
When compounded to level 4 weapon: Magic resistance + 5%
Refine level +10: Magic resistance +5%
Weapon V Celia
True Chen Liu Card MaxHP + 20%
----------------------------
When compounded to level 4 weapon: MaxHP + 5%
Refine level +10: MaxHP +5%
Weapon V Chen
True Gertie Wi Card Single target damage + 20%
----------------------------
When compounded to level 4 weapon: Single target damage + 5%
Refine level +10: Single target damage +5%
Weapon V Gertie
True Trentini Card Physical damage + 20%
----------------------------
When compounded to level 4 weapon: Physical damage + 5%
Refine level +10: Physical damage +5%
Weapon V Trentini
True Alphoccio Basil Card SP consumption + 20%
----------------------------
When compounded to level 4 weapon: SP consumption + 5%
Refine level +10: SP consumption +5%
Weapon V Alphoccio


There are also custom card effects from episode 17.2 mobs. Look below

Episode 17.2 Custom Card Effects
Card Name Effect Compound on Dropped by
Roaming Spellbook Card INT + 3
MaxHP + 5%
MaxSP + 5%
All element magic + 5%
Accessory Roaming Spellbook
Bookworm Card INT + 2
VIT +1
MaxHP + 10%
Spellcasting damage + 10%
Accessory Bookworm
True Kathryne Keyron Card Spellcasting damage + 20%
----------------------------
When compounded to level 4 weapon: Spellcasting damage + 5%
Refine level +10: Spellcasting damage +5%
Weapon V Katrinn
True Cecil Damon Card Ranged damage + 20%
----------------------------
When compounded to level 4 weapon: Ranged damage + 5%
Refine level +10: Ranged damage +5%
Weapon V Shecil
True Howard Alt-Eisen Card AOE damage + 20%
----------------------------
When compounded to level 4 weapon: AOE damage + 5%
Refine level +10: AOE damage +5%
Weapon V Harword
True Seyren Windsor Card Melee damage + 20%
----------------------------
When compounded to level 4 weapon: Melee damage + 5%
Refine level +10: Melee damage +5%
Weapon V Seyren
True Randell Lawrence Card Physical resistance + 20%
----------------------------
When compounded to level 4 weapon: Physical resistance + 5%
Refine level +10: Physical resistance +5%
Weapon V Randel
True Flamel Emure Card Control + 20%
----------------------------
When compounded to level 4 weapon: Control + 5%
Refine level +10: Control +5%
Weapon V Flamel
True Celia Aldea Card Magic resistance + 20%
----------------------------
When compounded to level 4 weapon: Magic resistance + 5%
Refine level +10: Magic resistance +5%
Weapon V Celia
True Chen Liu Card MaxHP + 20%
----------------------------
When compounded to level 4 weapon: MaxHP + 5%
Refine level +10: MaxHP +5%
Weapon V Chen
True Gertie Wi Card Single target damage + 20%
----------------------------
When compounded to level 4 weapon: Single target damage + 5%
Refine level +10: Single target damage +5%
Weapon V Gertie
True Trentini Card Physical damage + 20%
----------------------------
When compounded to level 4 weapon: Physical damage + 5%
Refine level +10: Physical damage +5%
Weapon V Trentini
True Alphoccio Basil Card SP consumption + 20%
----------------------------
When compounded to level 4 weapon: SP consumption + 5%
Refine level +10: SP consumption +5%
Weapon V Alphoccio

Dark Monastery

Dark Monastery is a custom dungeon here in TRO that is meant for endgame content. Look below for things to consider before going in
• You can't use Yggdrassil Berry or Seed here. You're still able to use normal potions (Red, Orange, Yellow, White, Blue, and Green), slim potions (Slim Red, Slim Yellow, Slim White), and syrups (red, white, blue, and the concentrated syrup)
• The enemies here have more than 10 millions of HP, so it is recommended to at least be able to dish out damage around 4 millions or so before attempting this dungeon.
• All the enemies here are all normal monster except Traitor (MVP). Normal monster resist is advised
• Steer clear from water attack (Jack Frost, Water Ball, Storm Gust, Diamond Dust, etc) for level 1 DM. Avoid using Neutral/Poison/Wind attack for level 2 DM, and Holy/Fire/Poison attack for level 3 DM. Shadow and Undead element attack is of course should never be used here.
• Do this dungeon with party if it's too hard. No shame in doing it with people, it's fun too!

Dark Monastery Dungeon Level 1

All mobs at level 1 have 22,50% chance to drop Weapon Fragment and Shadow Fragment.

Dark Monastery Level 1
Monster Name Max HP Size Race Element Skills
Errant Familiar (Knight) 17,500,000 Large Formless Dark lvl 4 -
Errant Familiar (Medusa) 15,000,000 Medium Fish Water lvl 4 Darkness Attack? (No idea what it is)
Haunted Armor 25,000,000 Small Formless Neutral lvl 4 Evil Land, Bowling Bash,

Dark Monastery Dungeon Level 2

All the mobs here have 45% chance to drop weapon and shadow fragment.

Dark Monastery Level 2
Monster Name Max HP Size Race Element Skills
Evil Whisp 3,190,000 Small Formless Ghost lvl 4 Death's Embrace, Evil Land, Wide Stone, Pneuma
Follower 23,000,000 Medium Demi-human Poison lvl 4 Poison React, Venom Dust, Enchant Poison, Venom Impress, Poison Cloud, Evil Land
Errant Familiar (Dragon) 25,000,000 Large Dragon Wind lvl 4 Wide Stun, Life Drain, something similar to Spore Explosion (probably ranged damage)

Dark Monastery Dungeon Level 3

All the mobs here have 90% chance to drop weapon and shadow fragment and 15% chance to drop enchant stone 200. Traitor is 100% drop chance for weapon fragment, shadow fragment, enchant stone 200 and condensed evil

Dark Monastery Level 3
Monster Name Max HP Size Race Element Skills
Errant Familiar (Duneyrr) 17,500,000 Large Beast Earth lvl 4 -
Errant Familiar (Mage) 12,500,000 Medium Demi-human Fire lvl 4 Death's Embrace
Errant Familiar (Lich) 22,500,000 Large Undead Undead lvl 4 Defender
Looming Shadow 19,000,000 Small Formless Dark lvl 4 Dark Thunder (Shadow version of Jupitel Thunder, beware of its quick cast of the spell), Death's Embrace, Evil Land
Dark Mimic 25,000,000 Small Formless Dark lvl 4 Defender, Evil Land, Auto Guard, Blind Attack, Bash(?)
Errant Bishop 15,000,000 Medium Demi-human Neutral lvl 4 (!) Magnus Exorcismus (!), NPC_CHANGEHOLY (!)(change attribute to holy), Evil Land
Traitor (MVP) 450,000,000 Medium Demi-human Neutral lvl 4 Curse Spike, Blind Attack, Evil Land, Instant KO (?), Defender

Old Glast Heim

Old Glast Heim Hard Mode

Old Glast Heim is not your typical Old Glast Heim Challenge Mode in Renewal RO. The mob here is ridiculously strong if you're not prepared or don't have endgame gear. Don't worry it is doable solo but still require a good amount of knowledge of said instance to finish it. This instance gives the best gears you can possibly get in TRO (Temporal)

Old Glast Heim Hard Mode
Monster Name Max HP Size Race Element Skills
Wandering Archer Max HP: 12,000,000 Medium Demon Dark lvl 4 Severe rainstorm (slow, but ridiculous damage)
Corrupted Palace Guard 20,000,000 Medium Demon Dark lvl 4 Defender, Auto Guard, Maximize Power
Corrupted Monk 15,000,000 Large Undead Undead lvl 4 Death's Embrace, Storm Gust
Corrupted Steward 15,000,000 Medium Undead Undead lvl 4 Venom Dust
Grand Chamberlain in Pain 18,000,000 Medium Undead Undead lvl 4 Quicken
Corrupted Knight of Abyss 17,000,000 Large Demi-human Dark lvl 1 Flying Kick, Brandish Spear
Khalitzburg Knight 15,000,000 Medium Demi-human Undead lvl 1 Auto Guard, Death's Embrace, Grimtooth
Bloody Knight 20,000,000 Large Demi-human Neutral lvl 4 Meteor Storm
1st Commander 25,000,000 Medium Demi-human Undead lvl 4 Summon Slaves (2x Corrupted Steward), Bowling Bash
2nd Commander 25,000,000 Medium Demi-human Undead lvl 4 Summon Slaves (2x Wandering Archer)
Suffering Khalitzburg 10,000,000 Medium Demi-human Undead lvl 4
Corrupted Soul 250,000,000 Large Formless Poison lvl 1 Wide Stun, Wide Curse, Wide Silence, Wide Stone, Evil Land, Storm Gust, Heaven's Drive, Summon Slaves (2x Suffering Khalitzburg), Punishment (?)
Amdarais 150,000,000 Large Undead Undead lvl 1

Old Glast Heim Challenge Mode