Naryu Foundry
By: Meiyu
Acrimor Driving Guidance Video by Risquesse
Acrimor Ball Driving PoV by Risquesse
Guidance Video by Praetor19
Gudiance Video by AeonWcs
Corrections by Shadovv
This Foundry within the Khanda Vihar was formerly used to create Naryu automatons, only for the Ebondrake to seize control and create their monstrous Black Pillars to spread their dark influence across the world.
Corridor:
The first corridor is filled with various trash mobs. At the end will be a gate with three elites defending it. Only these three need to be killed, if your party has an Assassin they can use Lotus of Rescue to help the party through this path.
After this door is opened, there will be a spiral path with wall of fire and three enemies and one elite at the end. Killing these four will despawn the wall of fire.
There is one more segment before the miniboss, just glide over the enemies.
Lavabiter:
HP: 9,744,000
Enrage: None
CC: Immune
This miniboss has a similar rotation to an Augerite. If the tank stands 5 meters or further, Lavabiter will do a field-wide unblockable Phantom Grip and pull everyone in close proximity, then do a blockable spin that knocks back; the tank must stand in melee range at all times to avoid this.
After a full rotation, a message warns “Lavabiter has summoned a Flame Wraith”. Three lava puddles will be shot under the tank, they don’t do much damage so the tank can easily lifesteal through it, and should keep them organized so other melee classes can attack the boss.
Every 5 seconds since the boss was engaged, everyone will receive the Ember debuff for 30 seconds and stacks up to 20 times. Standing in the lava puddle will also stack Ember.
At the same time the lava puddles are being shot, two Flame Wraiths will be approaching from the room’s entrance and exit, pause 16 meters from the tank, then attempt to self-destruct which strikes the entire room, detonating Ember for massive damage; as the tank is constantly standing in the lava puddles and having max Ember stacks the explosion is very likely to kill them in one hit. 1x CCing them in the middle of the self-destruct animation will kill the Fiends without inflicting any harm.
Corridor:
Another corridor with various mobs, with two elite mobs at the end. An Assassin can use Lotus of Rescue to bypass the mobs, although they may not be able to do so immediately due to the residual Ember stacks from Lavabiter.
Fire Stomper:
HP: 5,031,200
Enrage: None
CC Bars: 2x
This miniboss fights similarly to Minou of Naryu Labyrinth, and patrols a bridge with a flame at the end.
The bridge is divided into four parts. Every 15 seconds, a message warns “Fire Stomper is activating flames” and a fourth of the bridge will be covered in flames that instantly kills players on contact. It is advised to engage the miniboss near the start, to ensure that your party has the maximum amount of time to fight the boss, 1 minute. This miniboss can be cheesed if you stand near the doorway, where the fire will not kill you, but take care not to accidentally reset him.
Rocnar:
HP: 50,112,000
Enrage: 7:00
CC Bars: 2x
2x Stun/Daze and Airborne Launch is required. Stealth from Assassin/Summoner or Airborne Resistance from Destroyer/Force Master is helpful, but can be compensated for higher DPS.
Rotation:
Rocnar fights almost identically to Zakhan from Ebondrake Citadel, with extremely fast and random attacks. He is also not CC’able at any point in his attacks.
- Fast single downward frontal swing. Sometimes he will follow up with one or two more downward swings, which have near instantaneous speed. Causes knockdown. Being hit by this will cause a massive drop in aggro, so be very careful if you are the tank. Blockable.
- Fast double 180 degree frontal swipes. Second hit causes daze. Blockable.
If the tank stands 9 meters or further away, Rocnar will teleport behind them.
Flame Wall:
Periodically a message warns “A flame wall is closing in” and a wall of fire will spawn from 12:00, 3:00, 6:00, or 9:00 positions chosen at random and sweeps across the room. This wall stacks one layer (sometimes two or three) of “Burn” on players if touched, which deals damage over time and can be very dangerous at 2 or 3 stacks, so it is important to iframe this. If the boss touches the wall, it will gain a stack of “Saving Fire” and heal for 2.5% of its maximum health.
As the flame wall approaches, Rocnar will fire four projectiles similar to Zakhan’s, and become vulnerable to CCs. He will do this attack up to two times. As Rocnar is firing the projectiles, he can be 2x CC’d and should be done so with stun while as close to the wall as possible. After disabling Rocnar, he must be knocked airborne over the sweeping fire wall. Classes with long aerial attacks, such as Blade Masters or Blade Dancers can make this easier to time. Assassin’s can also use Webbing to suspend the boss in the air, but note that the party should agree on this method, as if the boss is hit while webbed, the webbing will break and he will fall to the ground. If a melee is extending the aerial duration of the boss, the fire wall will still hit them despite visually appearing above it. It is advised to use Blade Master’s Winged Protector or Blade Dancer’s Maelstrom while extending the aerial, or have a Summoner use their cat’s aerial combo to extend the aerial duration if needed, preventing Burn from being applied onto the players.
Note that Rocnar is completely immune to grabs and grapples, preventing Destroyers from grabbing him and using Launch to throw him over the fire wall.
Heatwaves (70%/30%:
At 70% and 30%, Rocnar will teleport to the middle and a message warns “Heatwaves appear around Rocnar” where 2 fire flowers are spawned on the ground around him either at the 1:00, 2:00, 4:00, 5:00, 7:00, 8:00, 10:00, and 11:00 positions, always on opposite ends of each other. When players touch them, they will gain a layer of Burn and “Heat”, but iframing into the flower will prevent Burn. Note that there is a delay before the flowers can be touched after they spawn. Two players should take one flower each.
During this phase, Rocnar’s throws three wide linear crescent swings aimed in the direction of the closest person. Unlike Zakhan’s these only deal damage, don’t CC, and are blockable, but deals increasing damage based on the number of Burn stacks on those hit: 3 stacks of Burn will deal massive damage, 0 stacks will result in no damage being taken.
After throwing the three sweeps attacks, Rocnar will fire an blockable area of effect projectile at the farthest player. A Summoner or Assassin without the flower buff must lure this and enter stealth; the Summoner can use the projectile to stealth themselves using the final 0.5 seconds of their Seed Shroud, casting right before the projectile comes out; the Assassin can use Shadow Dash into Hook Kick or Move 1 Lightning Shadow Slash as soon as the projectile leaves Rocnar’s hand.
Rocnar will then lift all visible players and absorb the remaining flowers on the ground. This aerial lift will only lift players that are visible, and only occurs at the start of the absorption. Destroyers can immune the lift with their Typhoon and Force Masters can immune the lift with the first 0.5 seconds of casting Frost Armor. The two players who took the flower buff should make sure to not get lifted. For players with 0 stacks of the flower buff, it doesn’t matter whether they get lifted. If a Blade Master, Blade Dancer, Force Master, or Destroyer are present, they should use their party protection skills before the lift.
For each flower that Rocnar absorbs, it will heal for 2.5% of its maximum health. For players that were lifted while carrying 1 Heat stack, Rocnar will take 7% of its maximum health in damage, however having two stacks on one player will not add to this damage.
At the end of the lift, players will take a large amount of damage. The Assassin or Summoner that isn’t lifted should use their party protection at this time to prevent this damage. Do not use it on the start of the lift or everyone will get into stealth, and nobody will get lifted.
Corridor:
The final corridor mimics the first corridor at the start of this dungeon, again have an Assassin use Lotus of Rescue and kill the 3 elite mobs guarding the boss chamber.
Acrimor:
HP: 47,328,000
Enrage: 10:00
CC: 2x
Acrimor has slightly less health than Rocnar, but deals no damage to himself, so all damage dealt to him solely comes from the players.
Rotation:
- Triple 180 degree frontal swipes, all blockable
- Rear 180 degree wing swipe, then a 180 degree frontal wing slam, both blockable, second hit causes knockdown
- Triple frontal swipes
- One of the following:
- Three AoE spins, the last hit inflicts knockback and knockdown, all blockable.
- Wraps his wing around himself. This is a counter, if hit into he’ll unwrap his wing and swing it around in a blockable AoE, inflicts knockback and unconscious.
- Frontal linear flamethrower. Can be CC’d, but should be left alone due to mechanics below.
- Generates energy and then does a field-wide unblockable Phantom Grip to vacuum everyone in, then does a field-wide unblockable stomp that knocks back and down. Force Master’s/Destroyer’s Frost Sheath/Iron Plating does not activate on the Phantom Grip.
If the tank stands 9 meters or further away, Acrimor tries to leash them in and slam them into the ground. If the leash fails and the tank is still too far, Acrimor jumps at them creating an area of effect impact. Both attacks are unblockable.
If Knocked Down, Acrimor does a quick get-up blockable area of effect sweep that knocks back.
Jump:
Periodically, Acrimor will face the furthest person and vocally declare “Resistance is futile!” or “Nowhere to run!” He then balances himself on his hind legs before jumping to the furthest person, creating an unblockable AoE on impact that knocks down. After landing, Acrimor turns to the tank and releases a long-ranged linear unblockable flamethrower. Finally, Acrimor will jump back to the tank, then resume whatever action he was doing prior.
Scorching Hot:
After sometime, a message warns “Acrimor is scorching hot!” and his body will turn blistering red. During this, Acrimor’s swipes become much faster, all his attacks do more damage, and his rotation changes:
- Triple frontal swipes
- Rear wing swipe, then frontal wing slam
- Triple Spin
- Flamethrower, with much farther range and width.
- Field-wide slam, but without the vacuum.
Ball Driving:
The main mechanic of the final boss involves driving balls into fan ports, which upon filling all 8 will cool down the boss and remove the “Scorching Hot” phase. However, this is not required to kill the boss and has no true consequence, so it can be safely ignored. The mechanic involves the various structures in the room listed in the minimap.
- Ball Spawn: Located on the four corners of the room, where the numbers are tallied, balls will spawn from these and travel to the closest dial.
- Dials: Appearing after the Ball Spawn, these direct the balls to the direction they are pointed towards.
- Paths: The paths effectively form a square around the room, with the Dials on each corner that have paths leading to two fans on each, balls will only travel along these paths.
- Fan: These are the places where balls should be directed into. A filled port will turn from gray to blue.
If the ball touches a player or the boss, or travels for too long, it will explode and create a 16 meter damaging area of effect that stuns. If the ball hits a filled fan port, it will simply travel back out.
10 seconds into the fight, and then every 25 seconds after, a message warns “Acrimor is preparing a shower of Heat Sparks” and 5 seconds after the message (immediately on the first time) Acrimor will mark the closest two players with “Searing Charge”. Acrimor will not mark when he is doing his jump rotation. The markers should make sure that they are standing inside the boss, so that other players will not get the mark by mistake. This mark constantly pulses in a 1 meter area of effect and damages nearby players every second and lasts for 30 seconds, however there is no visible countdown duration on the mark but will end shortly after the message.
Marked players can stand on the dials, each pulse will rotate them by 90° clockwise.
Below is the optimal starting positions for each dial. The dials are pointed towards these specific directions, so that one 90° rotation will point the dial towards the next port. This minimizes the amount of time spent rotating each dial during the ball driving phase.
If your party is not confident, you may preset the dials to the optimal position, then have the party escape in order to begin the fight with the dials in the optimal positions.
The general idea of ball driving is to minimize the amount of time that it takes for each ball to be driven into a fan port. High mobility classes such as Destroyers, Blade Dancers, Soul Fighters, Assassins, or Force Masters excel at this.
Your party may assign either 1 or 2 markers to complete this mechanic. If a player understands this well, and can do the entire ball driving mechanic solo, your party may opt for 1 ball driver only. Your party can also assign two ball drivers, each doing half of the room, and may be more beneficial for parties with multiple low mobility classes.
When a ball enters a port, the party gains a 10 second “Cool” buff that heals 6,000 per 2 seconds. Once a port has been filled up, the drivers should rotate the dial to the next open port. Make sure to always try and drive the balls in the shortest possible path. If one quadrants fans are filled, point the dial to the next quadrant.
Once all 8 fans are filled, a message warns “Fans blow through the Furnace. Acrimor has cooled down” and Acrimor will stop whatever attack he is doing (including cancelling his party wipe attack), remove his scorching hot phase, and reset his attack rotation. Everyone’s Fevered debuff will also be cleansed.
Ball Spawn:
One ball spawns at time. The chart below will indicate which ball spawns at which port.
Ball | Spawn |
1 | 1 or 2 |
2 | 2 or 3 |
3 | 3 or 4 |
4 | 4 or 1 |
5 | 1 or 2 |
6 | 2 or 3 |
7 | 3 or 4 |
8 | 4 or 1 |
Acrimor will become scorching hot after 2 minutes.
During these phases the last ball will always spawn on the left side, so the driver should leave that side more empty.
After each phase, make sure that the dials have been reset to the starting position, in order to prepare for the following phase.
After completing the mechanic four times, a message warns “The Power Grids are not generated anymore.” No more balls will spawn, but Acrimor can still overheat.
Rewards:
Eternity Belt
The final boss has a chance to drop the legendary Eternity Belt. Hard Mode also has an extremely rare chance to drop the Lost Relic Chest which is a tradeable chest containing the Eternity Belt and uses a key from Cold Storage to open.
You can also buy the belt from Coin Exchange Merchant Junsorei in most towns for 100 Draken Cores, or from Celestial Peach Exchange Merchant Lee Youjin at Celestial Basin for 50 Cores and 8,000 Celestial Peaches.
While wearing the belt, receiving damage grants the user the “Lifeforce” effect for 6 seconds, healing 1,000 HP per second and increases Recovery by 10% per Stage. When the buff expires, the user gains a 30 second debuff that prevents them from receiving the Lifeforce buff again.
Retrieved Hongmoon Secret Technique – Volume 4
This unlocks a Hongmoon skill. The skill unlocked varies by class:
- Blade Master: Lightning Draw 1, 3; Searing Slash 1, 3
- Kung Fu Master: Comet Strike 1, 3
- Destroyer: Emberstomp 1, 2
- Force Master: Inferno 1
- Assassin: Shadow Slash 2, 3 (Venom Slash)
- Summoner: Rumblebees 1, 2, 3
- Blade Dancer: Wind Slash 1, 2; Lightning Draw 1, 2
- Warlock: Dragoncall 1; Dragon Helix 1
- Soul Fighter: Kingfist 1, Frost Storm 1
- Gunslinger: Scorched Earth 1
Forging Orb
This are used to upgrade to Baleful/Seraph from Stage 6 to 7 to 8 to 9, using one per stage. They can come in a sealed form which is tradeable.
Draken Core
The final boss drops a chest containing this item. On Normal, the chest contains 1 with a chance for an additional 5; on Hard the chest contains 2 with a chance for an additional 10.
A Stage 1 Draken accessory can be received by trading in 100 Draken Cores to Coin Exchange Merchant Junsorei in most towns, or 50 Cores and 8,000 Celestial Peaches to Celestial Peach Exchange Merchant Lee Youjin at Celestial Basin.