Kamaloka (Hall of the Abyss)
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Зал Бездны.jpg


Types of Kamaloka

Kamaloka (Hall of the Abyss) - Related Pages
Rim Kamaloka Solo Daily
Only for PA users
Hall of the Abyss 2-6 ppl Daily
Labyrinth of the Abyss 2-9 ppl Daily

Terms of access

A group to enter the Hall of the Abyss should consist of 2-6 people. Characters’ levels shouldn’t differ more than ±5 levels from Hall of the Abyss. All of them should stay around the NPC which gives access to this temporary zone. There are 11 Halls of the Abyss in total.

Town Hall of the Abyss Lvl
(characters’ level)
NPC Related Quests
Town of Gludio lvl 23 (lvl 18-28)
lvl 26 (lvl 21-31)
Captain Bathis Mutated Kaneus - Gludio
Town of Dion lvl 33 (lvl 28-38)
lvl 36 (lvl 31-41)
Captain Lucas Mutated Kaneus - Dion
Heine lvl 43 (lvl 38-48)
lvl 46 (lvl 41-51)
Captain Gosta Mutated Kaneus - Heine
Town of Oren lvl 53 (lvl 48-58)
lvl 56 (lvl 51-61)
Captain Mouen Mutated Kaneus - Oren
Town of Schuttgart lvl 63 (lvl 58-68)
lvl 66 (lvl 61-71)
Captain Vishotsky Mutated Kaneus - Schuttgart
Rune Township lvl 73 (lvl 68-78) Captain Mathias Mutated Kaneus - Rune

Walkthrough guidance

Hall of the Abyss level 23

Tomlan Kamos

A tough mob with impressive P. Atk. Uses a blunt and from time to time stuns for 2-3 seconds. No guards.

Party members: 1-3 short-range warriors;
Weapon: Best of Grade D, and a stock of soulshots (2000-2500);
Armor: Best of Grade D;
Accessories: any; the mob uses P. Atk. only.

Hall of the Abyss level 26

Ol Ariosh

This mob has impressive HP, his P. Atk. is weak, calls 1 Minion once in 2-3 minutes. You don’t need to take care of the minion. Just distribute the damage between you party members and concentrate on the Boss.

Party members: 2-4 short range warriors.
Weapon: Best of Grade D, and a stock of spiritshots (2000-4500);
Armor - Grade D (preferably best);
Accessories - any, as the mob uses P. Atk. only.

Hall of the Abyss level 33

Crimson Hatu Otis

This mob has impressive HP, uses mass P. Atk. If its HP falls below 25% uses Haste and attacks with greater speed. No guards.

Tip: You can easily notice when it starts its mass attack – it stops hitting, turns and stops for 3-5 seconds. Use this timeout to move your characters farther away.

Party members - 2-3 short-range warriors, healer (optional);
Weapon - of Grade D (preferably best), and a stock of soulshots (3000-4500);
Armor - Grade D (preferably best);
Accessories - any, as the mob uses P. Atk. only.

Hall of the Abyss level 36

Seer Flouros

This mob uses magic attacks – consumes characters’ HP, summons 1 minion.

Party members: 2-3 short range warriors, healer (not required if your party consists of 4 people);
Weapon - of Grade D (preferably best), and a stock of soulshots/spiritshots (2000-3500);
Armor - Grade D (preferably best);
Accessories - Grade D (preferably best);

Hall of the Abyss level 43

Blade Otis

Has weak attack and defense characteristics, when HP is below 45% starts calling minions which restore their boss’s HP.

Tip: As soon as minions appear you need to kill them as fast as you can or cast sleep on them (use a healer of a buffer, in most cases mage doesn't have enough time to cast).

Party members: 3-4 short range warriors (recommended: Warsmith, Phantom Summoner);
Weapon: Grade C, and a stock of soulshots/spiritshots (2000-3500);
Armor: Grade C;
Accessories: Grade C (preferably best).

Hall of the Abyss level 46

Weird Bunei

Weak mob, stuns and uses mass magic attack. No guards.

Party members: 3 short-range warriors, healer (optional);
Weapon: Grade C, and a stock of soulshots (2000-3500);
Armor: Grade C;
Accessories: Grade C (preferably best).

Hall of the Abyss level 53

Strong mob, uses disarming attack, summons kamikaze minions. The minions fly towards characters and explode with significant magic damage (may be even critical).

Tip: It’s a good idea to have Shilien Saint or Prophet in your party. They have such skills as Dryad Root(root) and Sleep (other supporting classes also have dryad root skill, but on first profession level only, so there’s a significant chance that this skill will not affect the target). If you cast them one after another with an interval on kamikaze minion, you can keep it on its place for quite a while, without letting it get close to the party. If you’re lucky enough, the minion will be ‘caught’ until the end. Sometimes the minions can explode on their own in such traps without doing any harm if they are far enough from your party.

Party members: knight, 2-3 short-range warriors, healer;
Weapon: Grade B, stock of souldshots;
Armor: Grade B (a must for the knight);
Accessories: Grade B.

Hall of the Abyss level 56

Knight Montagnar

A powerful boss indeed. The minions, however, are most dangerous. The boss summons the minions which attack the victim (the boss calls out the name of the victim).

Tip: If you character’s attacked by the minions, you need to run around the room perimeter until they’ve switched to another victim. If the tank is the victim, he/she needs to run in small circles so the party could attack the boss. You need to have a good stock of healing herbs. In case the healer is the victim, he/she will not be able to heal the tank and other party members.

Party members: Tank (knight or blade dancer/sword singer ), 2-3 warriors, healer, phantom summoner/necromancer/elemental summoner
Weapon: Grade B for the attackers
Armor: Grade B for the tank
Accessories: Any, as most damage is done with P. Atck.

Hall of the Abyss level 63

Venomous Storace

The boss summons the minions spending its own health. In 30 seconds each minion explodes and its HP go to the boss.

Tip: The tank aggres the boss and runs around the perimeter, the boss following him. The attackers destroy the appearing minions before they explode and heal their master. Having killed around 15-17 minions, you can switch to the boss to kill it.

Party members: Tank, 3-4 warriors, healer, phantom summoner/necromancer/elemental summoner;
Weapon: Preferably Grade A;
Armor: Preferably Grade A;
Accessories: Any.

Hall of the Abyss level 66

Kel Bilette

This boss has 2 special features – minions summon (if you kill them, you can temporarily decrease boss’s defense) and mass fear (casts often).

Tip: Your characters will be scattering in fear. To prevent it, you need to lure the boss to the niche on the left and place your characters in such a way so that they’d have no place to run if fear is cast.

Party members: Tank (knight or blade dancer/sword singer), 2-3 short-range warriors, healer
Weapon: Grade A;
Armor: Grade A;
Accessories: Preferably Grade A.

Hall of the Abyss level 73

White Allosce

This boss summons immortal minions from time to time. The minions cast short-term paralysis on your party members. Don’t waste time as more minions mean more time in paralysis. You can take a summoner (lvl 56) with you who has Skill 1380.jpg Betray. The tactics is the same as with Kel Bilette – stay close to the boss. If the tank or other party member is paralyzed, he/she should be close to continue fighting once paralysis is over.

Tip: The tank should attack first and put the boss back to the wall. This tactics will not allow it to summon the minions.

Party members: Tank (knight or blade dancer/sword singer), 2-3 warriors, healer;
Weapon: Grade A (preferably best);
Armor: Grade A (preferably best for the tank);
Accessories: Best Grade A.


Hall of the Abyss - Mobs

Name Level Properties EXP SP

Kaneus Tomlan Kamos 23 Giants: This race looks similar to a humanoid, but they are approximately 2-3 times in size. This includes the ancient Giants who once ruled the continent, their descendants, and even the monsters that have regressed and in whom only a small fragment of the race's history remains. Strong P. Def.: Strong M. Def.: 533850 128
Kaneus Ol Ariosh 26 Humanoids: They have two arms, two legs, and they walk upright. Culture and communal life varies by race. Strong P. Def.: Strong M. Def.: 595907 143
Kaneus Crimson Hatu Otis 33 Animals: These general animals are hunted by humanoids. They sometimes attack humanoids, but only to defend themselves or their territory. Strong P. Def.: Strong M. Def.: 823757 197
Kaneus Seer Flouros 36 Magic Creatures: The common name for the biotechnological items of the Magic and Lesser Giant Ages. Their M. Atk. is generally strong and they sometimes use high-Lv. magic, such as teleportation. Strong P. Def.: Strong M. Def.: 930378 223
Kaneus Blade Otis 43 Humanoids: They have two arms, two legs, and they walk upright. Culture and communal life varies by race. Strong P. Def.: Strong M. Def.: 1176574 282
Kaneus Weird Bunei 46 Dragons: This word refers to True Dragon that is the most powerful and represents evil creatures Shilen gave birth to and its kinds. Most of this race flies with two wings like reptiles and emits strong energy through its mouth. Strong P. Def.: Strong M. Def.: Melee Attack Vulnerability: Renders target vulnerable to melee attacks. 1272170 305
Kaneus Kaim Abigore 53 Demons: This race of darkness opposes the angels. Beings that are changed by the curse of darkness become demons as well. Strong P. Def.: Strong M. Def.: 1451887 348
Kaneus Knight Montagnar 56 Undead: Called out of their graves by black magic, a curse or the power of an evil mind, most of these creatures lack intelligence and can perform only simple actions. However, some high-ranking undead possess great knowledge and sophistication even when compared to ordinary humanoids. Strong P. Def.: Strong M. Def.: 1503915 360
Kaneus Venomous Storace 63 Beast: Generally considers humans as food. Classifies attacking animals as monsters. This also includes chimeras that have fused more than 2 types of cells, as well as other fantasy creatures from mythology. 1569699 376
Kaneus Kel Bilette 66 Angels: These creatures of the heavenly realm or the race posses holy blessings and were originally creatures of the spirits of light. In some very rare cases, angels can manifest the gods' will in reality. 1578091 378
Kaneus White Allosce 73 Magic Creatures: The common name for the biotechnological items of the Magic and Lesser Giant Ages. Their M. Atk. is generally strong and they sometimes use high-Lv. magic, such as teleportation. Strong P. Def.: Strong M. Def.: 1753614 420