Lunar Glade

Lunar Glade is a dungeon that can be accessed by players that are level 90 or above. It has different valleys and modes. In this dungeon players can farm materials to craft Lunar armor and weapons, some of which can be later turned into Nirvana gear. Molds for Nirvana gear recasts and Rank 9 recasts along with Basic Badges can be obtained by killing the Vile versions of the bosses. This dungeon is also a requirement for the Celestial Saint Cultivation.

Story
The Lunar Glade is one of the sanctuaries of the Divine Children. In the current era, a mysterious dark power has greatly weakened the Divine Children interrupting the preparations for the return of the gods in Perfect World. The Divine Children began seeking help from the mortals of Perfect World and opened Lunar Glade to allow them entrance to the immortal lands.

Overview
Lunar Glade can be opened in three modes: Solo, Trophy, and Squad, each with varying degrees of difficulty.

If at any time you leave the dungeon, you can get back to your squad by running through the blue shimmering portal forward and to the right of where you first spawn in. This portal will always take you to the first valley that was opened. If your squad has moved on to a further valley, you'll need to run the length of the valley and retake the teleport quests from the NPCs.

Solo Mode
In Solo Mode, you are required to pay 1 Essence of Nature to open the dungeon. Once it is opened, you can choose which valley you start in. Which valley you choose as your first valley will determine which second and third valley you get. In this mode, only the elemental Fragments and Crystals will drop. There is a slight chance that the elemental Essences can drop from the bosses, but the drop rate so low.

Solo Mode Paths:

Trophy Mode
Lunar Glade's trophy mode differs slightly from other trophy modes in that different portions of the dungeon are scored independently. You receive both a score and a prize for each of the valleys. Lunar's trophy mode requires at least 4 squad members and 12 mirages to activate. All squad members should be alive and in range of the squad leader as soon as possible after the death of the valley's boss. The squad leader can take a quest from the NPC Litsong to continue to the next valley.

Frigoris (Water)
The first valley of Lunar Trophy Mode is pretty straightforward; it is the same as the Frigoris valley in solo mode with the exception that mob and boss HP is increased. A previous update has increased the difficulty of Lunar's trophy mode by placing traps (both stationary clappers and roaming laserbeams) which when triggered will reduce the valley total score by 1k for each trigger. No rewards will be granted if the total valley score at the time of boss death is less than 10k. This change has forced players to slow down while pulling full valleys of mobs, which can reduce their rewards. Mobs in the valley will slow the players' movement speed, though there are no immobilization or stun effects. The Frigoris valley is one of the easiest valleys to pull mobs.

Insularum (Physical)
Soon.

Squad Mode
To open the instance in Squad mode, you must pay an entrance fee of 3,000,000 silver coins. There should be at least two characters in the squad and inside the dungeon.

Your squad's journey through to the Lunar Glade will take you through three valleys in total. The first valley will always be Humorum and the last will always be the Lunar Glade. The second valley and the chief inhabitant of the Lunar Glade are dependent upon your actions in Humorum.

The monsters in the valleys can have modifiers such as Sacrificial Assault, Increased Life, and Increased Defense. Additionally, monsters may spawn additional monsters once they have been aggroed. Each of the valleys has a kill count associated with it. If you do not kill 50%+1 of the monsters, the boss will stay in a frenzied state when you attempt to kill it. The quest is different for each valley and will auto-complete once enough monsters have been killed.

Humorum (Earth)
Upon opening, the party will be teleported into Humorum Valley. The monsters here immobilize but overall aren't hard to deal with. Follow the path around until you take a left turn into a room with pillars and an open area in the center. To either side is a path with seven normal monsters and a tombstone that is immune to physical damage. Which tombstone(s) you kill will determine which second valley and final boss you will unlock.

As soon as you kill one tombstone, the boss will spawn. If you want Cognitum valley and Primal Fear, make sure you kill both tombstones before you kill the boss. Once the boss is dead, the path is set and cannot be changed.

Genesiac Blink
This boss is a tower that spawns in the central area of the valley. As soon as he is aggroed, he spawns three adds. The adds cast an AOE earth resistance debuff which decreases that resistance by about 90%. They will use Earth attacks at range and both Earth and Physical attacks at melee.

Drops:
 * Various Essences
 * Heart of Genesiac Blink
 * Genesiac Blink's Skin

Vile: Genesiac Blink
After you kill Genesiac Blink, an Attendant NPC will appear from which the squad leader can summon a second version of the boss. There are no adds with this one, so he's a little easier in that regard, but he will use the curse debuff and an AOE purge. He also has an AOE attack that will interrupt channeling.

Drops:
 * Basic Badge (Quest Reward)

Card Boss: Jaden Rutidon
After killing Genesiac Blink, follow the path around to the end of the valley. Where the two bridges meet, there will be a Summonobot for the card boss Jaden Rutidon. The overgrown lizard will spawn in the water behind the bot. Every once in awhile he will sleep a party member, but he goes down easily.

Drops:
 * Stamina Mats

Once you're done here, talk to the NPC on the island in the pool and be teleported into your next valley.

Imbrium (Wood)
The longest of the valleys, Imbrium is full of monsters that like to sleep and poison.

Card Boss: Archelon
Kill the first four monsters and turn around to find the Summonbot for this boss. This turtle has a weak AOE attack but overall goes down without much fuss.

Drops:
 * Dexterity Mats

Mystical Jarax
This boss will poison and use an AOE seal, but the fight is fairly easy.

Drops:
 * Various Essences
 * Gloom of Mystical Jarax
 * Mystical Jarax's Poison

Vile: Mystical Jarax
Slightly harder version. It will use an Occult Ice skill on whoever has aggro but otherwise not many changes.

Drops:
 * 3rd Cast Chest Mold or 3rd Cast Wrist Mold
 * Basic Badge (Quest Reward)

Smythii (Metal)
There are three monsters before the path splits off to traverse two bridges across the lake. Killing them spawns a Summonobot between the two bridges, who will spawn the Deep Strangler if you present the appropriate record to him.

Card Boss: Deep Strangler
This giant squid will use the armor and mind break debuffs which should be purified if your tank doesn't have the effective HP to soak up the extra damage.

Drops:
 * Spirit Mats

Massaca Seben
Drops:
 * Various Essences
 * Massacaba Seben's Bone Shard
 * Tooth of Masseca Seben

Vile: Massaca Seben
Drops:
 * 3rd Cast Legging Mold or 3rd Cast Boot Mold
 * Basic Badge (Quest Reward)

Cognitum (Physical)
Most of the mobs here are purely melee fighters, although some will attack you from range. Towards the end of the valley, there is a path to either the left of the right. Either of these will lead you to the boss.

Hauntery Queen
This boss will use a random aggro Bleed, sometimes paired with an interrupt, as well as a random aggro Curse and normal attack.

Drops:
 * Various Essences
 * Gem of Hauntery Queen

Vile: Hauntery Queen
The second version of this boss replaces his Bleed with an AOE Poison attack. Make sure to purify this off your HA party members quickly after the boss goes down because the stack can become lethal. He doesn't have any other special attacks, but he will cast Bramble on himself, so be sure to purge it or switch to ranged weapons if you can't stomach the reflected damage.

Drops:
 * 3rd Cast Helm Mold or 3rd Cast Cape Mold or 3rd Cast Belt Mold
 * Basic Badge (Quest Reward)

The Lunar Glade
The Lunar Glade is the last valley you will traverse when running in squad mode. You'll spawn in the middle of a circular path. You only need to follow one of the paths to reach the clearing where the boss awaits. The two paths are about equal, but depending on your kill speed and luck with monsters randomly spawning, you may have to run across to the other path and kill a couple of mobs.

Only one of the three bosses will have spawned, depending on your actions in Humorum valley. Vile bosses can only be spawned if you kill the normal version of that boss first.

Drake Fling
Drake Fling and his two clones await in the clearing where the two paths converge. The clones that are there when you start can either be killed before you start the boss, ignored by luring the boss away, or fought while fighting the boss. At two points during the fight, Drake will summon an additional clone.

If you ignored the first clones and lured the real boss away, they will not disappear upon his death and will need to be killed before you can interact with The Attendant NPC that will spawn under them.

Drops:
 * Various Essences
 * Scale of Drake Fling
 * Horn of Drake Fling
 * Chromatic Tinder
 * Unknown Tinder

Vile: Drake Fling
Almost as soon as he is aggroed, the boss will use an AOE knockback attack that will deal physical damage as well as fling aggressors away from him. Occasionally, he'll use a random aggro melee attack, and hits moderately hard. It also has a strong ranged AoE.

Drops:
 * Essence of Defense
 * Basic Badge (Quest Reward)

Relic of Wind
Relic of Wind will also be waiting where the two paths meet. Once aggroed, he will use a long-lasting single target seal and a weaker AOE seal. He will also cast the Armor and Mind Break debuffs on the tank, as well as Mana Drain and Channeling debuffs once his HP reaches the halfway point and lower

Drops:
 * Various Essences
 * Shard of Relic of Wind
 * Crystal of Relic of Wind
 * Unknown Tider

Vile: Relic of Wind
Similarly to the original, it can Armor and Mind Break the one tanking it

Drops:
 * Essence of Defense
 * Basic Badge (Quest Reward)

Primal Fear
After clearing enough monsters, continue through the clearing until you climb up on an island ring. Primal Fear awaits in the pool below. Every once in awhile, he will use an AOE purge. He can either be fought in the water or from the rock to the right of him.

Drops:
 * Various Essences
 * Ring Fragment of Primal Fear
 * Essence of Primal Fear
 * Ancient Tinder

Vile: Primal Fear
The Attendant NPC spawns on the cliff overlooking the pool behind the party. The second version of the boss will use an AOE stun and an AOE fire DOT which will stack and can build up to a decently high damage tick.

Drops:
 * Essence of Defense
 * Basic Badge (Quest Reward)

Wygies
Each of the original six classes (blademaster, wizard, barbarian, venomancer, archer, and cleric) has a Wygie associated with them. These NPCs will spawn after the boss of the valley is killed, and can be activated using an Invitation to Purgatory by the appropriate class, one time per run. These NPCs will not appear in single mode. All of the bosses summoned by these Wygies are extraordinarily difficult and offer mold drops that can only be obtained from these bosses.

Knight of Terror
"The Sword is in my hand and I will slay the gods!"

The Knight bears a notable regular magic attack that will strike others in an area around his intended target, so if you engage him with a ranged tank, be sure to keep others out of the splash zone.

Aside from this he has a few other effects:


 * Self Buffs his physical defense
 * Mana Drains his target
 * Lowers target's accuracy

Infernal Sonikbeast
This boss has a large amount of health, so killing it will take time. On top of its high health, it will assault the one with aggro with multiple effects


 * Single target Stun and Freeze
 * AoE Seal
 * AoE Mana Drain

Herald of Agony
"The waves will break as I wave my hand!"

Though his HP isn't as high as Sonikbeast, this will also be a lengthy (and dangerous) encounter because he will frequently buff his PDef/MDef. Bringing a Venomancer or a Purge weapon is highly recommended.

His other abilities include:


 * Attack rate debuff
 * Occasional random aggro
 * Accuracy debuff and Mana Drain (usually on random aggro)
 * Channeling debuff +bleed (usually on random aggro)
 * Strong physical AoE ("Do you feel lonely?")
 * Instant Kill - can be on random aggro or on tank, with a preference to the former first ("You are a dead man!")

Bloodsurge Ultera
"The shadow of blood is splashing."

One of the easier Wygie bosses. Her skillset includes:


 * Single target Magic attack+Seal
 * Single target Life Drain skill
 * Random aggro into a short lasting Bleed - a bit dangerous for Arcanes ("Let me help you spill some of your blood")
 * Aoe Purge ("All in vain!")
 * Metal DoT ("There is electricity coming. Who will get a shock?")

Crafting
Lunar gear is made through a process of farming raw materials, forging these into compound materials, and then forging a combination of the two into wearable gear.

Craft Materials
Essence of Nature at Lunar forges:
 * 5 Lumber Essence
 * 5 High Allow Steel
 * 5 Granite
 * 5 Extruded Charcoal

Essence of Nature x2 at the Boutique Agent:
 * 7 Perfect - Token of Luck

Fragment Crystal at Lunar forges:
 * 10 Aqua Fragments
 * 10 Earth Fragments
 * 10 Flame Fragments
 * 10 Life Fragments
 * 10 Steel Fragments
 * 10 Chaos Fragments

Fragment Crystal at the Mysterious Merchant in City of a Thousand Streams:
 * 59 Mysterious Chips
 * 1,260,000 silver coin

Transparent Crystal at Lunar forges:
 * 10 Aqua Crystals
 * 10 Earth Crystals
 * 10 Flame Crystals
 * 10 Life Crystals
 * 10 Steel Crystals
 * 10 Chaos Crystals

Transparent Crystal at Lunar forges:
 * 42 Mysterious Chips
 * 900,000 silver coin

Essence Crystal at Lunar forges:
 * 5 Aqua Essences
 * 5 Earth Essences
 * 5 Flame Essences
 * 5 Life Essences
 * 5 Steel Essences
 * 5 Chaos Essences

Essence Crystal at the Mysterious Merchant in City of a Thousand Streams:
 * 350 Mysterious Chips
 * 7,500,000 silver coin

Armor
Level 95 Green

The materials for each piece of armor are the same across armor type but different according to gear slot. All wristguards require the same mats whether they are Heavy, Arcane or Light. Wristguards require different materials than leggings.

Level 95 Gold

To make the gold level 95 armor, decompose the green piece as detailed above to obtain its armorcore. Use the armorcore in conjunction with the following materials:


 * 4 Sacred Mother's Auras (from Twilight Temple)
 * 1 Chromatic Tinder
 * 2 Unknown Tinders
 * 10 Essences of Nature

Capes

Capes with interval and channeling can be crafted with Lunar Glade materials. These have fewer attribute stats than the Wing Trophy: Lunar Glade capes.

These capes are made from:
 * 2 Essence Crystals
 * 6 Unknown Tinders
 * 3 Chromatic Tinders
 * 9 Ancient Tinders
 * 30 Essences of Nature

Old Heaven's Tear Gold

You can create gold Old Heaven's Tear gear by combining an armorcore and 2 Mysterious Tome Fragments.

Weapon
Level 95 Green

Each of the green level 95 weapons can be created with the following:


 * 5 Fragment Crystals
 * 1 Transparent Crystal
 * 1 Essence Crystal
 * 5 Essences of Nature

Level 95 Gold

To make the gold level 95 weapons, decompose the green piece as detailed above to obtain its souledge. Use the souledge in conjunction with the following materials:


 * 4 Empire's Back Images (from Twilight Temple)
 * 2 Chromatic Tinders
 * 1 Ancient Tinder
 * 25 Essences of Nature

Old Heaven's Tear Gold Gold

You can create gold Old Heaven's Tear weapons by combining a souledge and 2 Mysterious Tome Fragments.

Ornament
Level 95 Green

Each of the green level 95 ornaments can be created with the following:

Necklaces & Belts:
 * 3 Fragment Crystals
 * 1 Transparent Crystal
 * 1 Essence Crystal
 * 3 Essences of Nature

Rings:
 * 4 Fragment Crystals
 * 1 Transparent Crystal
 * 1 Essence Crystal
 * 5 Essences of Nature

Level 95 Gold

To make the gold level 95 ornament, decompose the green piece as detailed above to obtain its rubylight. Use the rubylight in conjunction with the following materials:

Necklaces & Belts:
 * 4 Evil Minion's Shells (from Twilight Temple)
 * 4 Sorceress's Souls (from Twilight Temple)
 * 1 Unknown Tinder
 * 1 Chromatic Tinder
 * 10 Essences of Nature

Rings:
 * 4 Empire's Back Images (from Twilight Temple)
 * 2 Chromatic Tinders
 * 1 Ancient Tinder
 * 25 Essences of Nature

Old Heaven's Tear Gold

You can create gold Old Heaven's Tear ornaments by combining a rubylight and 2 Mysterious Tome Fragments.

Special
Some gear requires special materials: