Warsong City is a dungeon available for players that are level 80 or above. It is used to farm Basic Badges and molds to upgrade Nirvana or Rank 9 gear. Bosses also drop useful items for Genies and last boss drops materials for Warsong Belts.
Story[ | ]
The evil Incarcerate, a great and terrible Wraithlord, was sealed in Warsong City years ago. Now his servants are attempting to free him, which would spell the doom of Perfect World. The only chance is to venture into Warsong City and destroy him before he can escape and gain his full power.
Maps[ | ]
Squad Composition[ | ]
The squad's composition should have a tank, a healer, a debuffer and damager dealers. Make sure you have at least five players that can defend one pavilion. Update as of 2023: many classes may now solo Warsong (once defense is concluded) due to the gradual introduction of power creep since the addition of Warsong City
- A healer - Preferably a Cleric, but a Mystic can work too. They can be assigned to Metal, Fire or assist other players.
- A Venomancer - For debuffs. They can be assigned to Metal or Fire.
- A Blademaster - For debuffs and back-up tanking. They can be assigned to Water, Wood or Earth.
- A Barbarian - For tanking. They can be assigned to Water, Wood, Earth or to assist others.
- Two damage dealers - They can be any class. Choose based on which pavilion needs defending.
Accessing Warsong City[ | ]
To get started, speak to the Watcher of Earth in any major city and accept the quest "Visit the Sanctuary." This quest will lead you to Dancing Melody in Sanctuary, who will send players to Warsong City.
There are three stages to Warsong City. The first is "Raising Warsong." The second is "Protect the Incarnations." The third is "Heart of the City." The first stage is optional, but completing it will reward your squad with a strong Blessing items and will make the rest of the dungeon easier.
Speak with Ginring inside and choose the "Start the Battle for Warsong" option to begin. Only the leader of the squad can start Warsong. The quest requires 12 Mirage Celestones and at least 2 people in squad, all of them close to Ginring.
Protect the Incarnations[ | ]
In this stage, you must split your squad between the five Elemental Pavilions of Warsong City. Each pavilion contains one of Clearstream's incarnations, who is attempting to remove the Incacerate's defenses. You must protect these incarnations from the constant Wraith attacks. If an incarnation falls, you will not lose, but the final stage will be harder because of it. The sixth player should be on stand by and help whoever needs it.
Monsters will come one by one, except for the Water Pavilion where they come in waves. A monster, commonly called a "head" will spawn and attack Clearstream. Make sure you aggro it and keep it off the NPC. The head will sometimes spawn pools of poison that deal damage. Make sure you avoid them or use the Genie skill Soul of Fire, as the poison pools deal fire damage. Don't let the head get too close to you because it deals a lot of damage. Use your stunlocking skills to keep it away. When monsters say "Let's die together!" run away from them; they will explode and deal a lot of damage.
Wood Pavilion[ | ]
Monsters deal melee physical damage and have decent defenses. They sometimes buff themselves or purge your buffs. A Heavy Armor class or an Assassin should be sent to defend it. Update: There is no reason that a mage cannot defend Wood; especially as Wood is tied with Metal for the highest physical defense of any pavilion.
Earth Pavilion[ | ]
Monsters deal melee physical damage but have low magic defenses. They sometimes buff themselves or purge your buffs. A Heavy Armor class or an Assasin should be sent to defend it. Sometimes a caster with good gear can do it too, as the monsters are weak to magic. This pavilion has a lot of room to kite, make sure you don't accidentally lose aggro from the head.
Water Pavilion[ | ]
Monsters deal melee physical damage and have really high magic defense but fairly low physical defense. They sometimes buff themselves or purge your buffs. They come in waves so class with a lot of AOE skills should be sent to defend it, usually a Blademaster, Seeker, a Duskblade, or a Cleric with high level Razor Feathers.
Metal Pavilion[ | ]
Monsters deal ranged metal damage and have high physical defense. They sometimes buff themselves or purge your buffs. A caster class should be sent to defend it. Be careful as the pavilion is small and doesn't have a lot of room to kite, and as such whatever class is sent to defend Metal should have plenty of ways to prevent the Hexhead from moving.
Fire Pavilion[ | ]
Monsters deal ranged fire damage and have decent defenses. They sometimes buff themselves or purge your buffs. A caster class should be sent to defend it (although they have lower physical defense than the monster in Wood). Be careful as the pavilion has a lot of corners and monsters might get stuck and reset.
Once the second stage ends, an NPC named Glowing Moon will appear. Speak with him to go to the center of Warsong City and begin the final stage. You can also choose to jump off the platform and be teleported back at the entrance.
Heart of the City[ | ]
Reunite with your squad and venture down each of the paths radiating out from the center, back to the Elemental Pavilions, and destroy all five of the Incacerate's generals:
Metal Pavilion (Snakefist Guardian)[ | ]
This pavilion will have from 34 to 21 monsters, depending on how many incarnations survived the second stage. They will change their attack style based on distance (melee or ranged) and use Metal-based genie skills. A red aura around a monster means that it can pull or push people ocasionally. A blue yin-yang aura around a monsters means that sometimes it may cause an explosion in a short radius around itself.
- Dino Soulreaper: High HP monster. It will frequently use Electro Dance(AoE).
- Broadblade Runner: It will frequently use Wind Prison(Silence).
- Roxarr Bladespirit: Initial Wind Shield (Increase attack speed and reduce incoming damage) self-buff. It may use Wind Prison.
After reaching the end of the pavilion, the boss will be waiting in his platform:
- Snakefist Guardian
- From time to time, it will spawn 4 armadillo-like monsters to attack one of the squad members.
- His AoE attack will hit harder each time.
If your squad succeed on defeating the boss, an NPC will spawn on the platform and the squad leader can take a quest to spawn a harder version of the boss:
- Vile: Snakefist Guardian: This boss can randomly use the following skills:
- Transform all squad members into frogs for a few seconds (just basic attacks available).
- Stun all squad members.
- Aurora Blast : A debuff which can absorb the healing received by a certain amount (in this case, 5000 HP).
After defeating the Vile version of the boss, it will drop 1 Footwear Mold (G16 or Rank 9) and every member who completed the quest for the Vile version will receive a Basic Badge.
Earth Pavilion (Shadowskull Lich)[ | ]
This pavilion will have from 46 to 2x monsters, depending on how many incarnations survived the second stage. They will change their attack style based on distance (melee or ranged) and use Earth-based genie skills. A purple aura under a monster means that it can knock up people with its attacks (this effect may reset the monster's aggro).
- Skullclub Bandhead: High HP monster. It may use Earth Strand(Inmobilize and Earth Resistance Debuff) and Dust Storm(AoE) skills. Also has an initial self-buff called Scorch.
- Ogre Coffin: Initial Scorch self-buff. It frequently use Tai Chi (Increase Movement Speed and heals himself).
- Petrified Efreet: It ocasionally use Earth Strand and rarely, Dust Storm.
After reaching the end of the pavilion, the boss will be waiting in his platform:
- Shadowskull Lich:
- The boss has to be killed 4 times. After each kill, it will dissapear and spawn 4 Quartz Bonecracker thrice.
- After third spawn of the boss, it will use Frenzy skill.
If your squad succeed on defeating the boss, an NPC will spawn on the platform and the squad leader can take a quest to spawn a harder version of the boss:
- Vile: Shadowskull Lich:
- This boss will use a purgable Heal over Time skill on itself.
After defeating the Vile version of the boss, it will drop 1 G16 Headwear/Robe mold or Rank 9 Belt mold, and every member who completed the quest for the Vile version will receive a Basic Badge.
Fire Pavilion (Cannonfist Orclord)[ | ]
This pavilion will have from 48 to 2x monsters, depending on how many incarnations survived the second stage. They will change their attack style based on distance (melee or ranged) and use Fire-based genie skills. A purple aura under a monster means that it can knock up people with its attacks (this effect may reset the monster's aggro).
- Inferno Skulllord: High HP monster. Frequently use Yin Yang Seal (Decrease target's Attack Level and Fire Resistance) or Searing Heat (Decrease the target's Casting Speed and Attack Rate) . Rarely Spark (Decrease target's Fire Resistance).
- Flamewing Toad: It may use Spark or Yin Yang Seal
- Purulence Beetle: It may use Spark, Searing Heat or rarely, Yin Yang Seal.
After reaching the end of the pavilion, the boss will be waiting in his platform:
- Cannonfist Orclord:
- It will summon Venom Beetle that will explode when attacked or vanish after 20 seconds.
- It may cast an AoE mana-drain.
If your squad succeed on defeating the boss, an NPC will spawn on the platform and the squad leader can take a quest to spawn a harder version of the boss:
- Vile: Cannonfist Orclord:
- At start, it will cast an interruptable/purgable APS self-buff.
After defeating the Vile version of the boss, it will drop 1 Wristguards Mold (G16 or Rank 9) and every member who completed the quest for the Vile version will receive a Basic Badge.
Wood Pavilion (Pestilent Destroyer)[ | ]
The Wood Pavilion and Water Pavilion are interspersed with each other until the path split, and the monsters will change their attack style based on distance (melee or ranged) and use Wood-based genie skills.
- Treespirit Magus: High HP monster. Frequently uses Elemental Weakness (Decrease target's magical defense while increasing their physical defense by the same amount)
- Deathsorrow Araneid: May occasionally perform knockback attacks or use Extreme Poison.
- Lost Soul Scorpion: Occasionally uses Poisonous Swarm (Slow target and randomly decrease their HP, MP, or chi)
After reaching the end of the pavilion, the boss will be waiting in his platform:
- Pestilent Destroyer:
- It will frequently cast an AoE earth damage DoT, which is unable to be purified.
- It may cast Elemental Weakness.
- It may reel-in characters.
If your squad succeed on defeating the boss, an NPC will spawn on the platform and the squad leader can take a quest to spawn a harder version of the boss:
- Vile: Pestilent Destroyer:
- It may cast Elemental Weakness.
After defeating the Vile version of the boss, it will drop 1 Chestpiece Mold (G16 or Rank 9) and every member who completed the quest for the Vile version will receive a Basic Badge.
Water Pavilion (Obscure Reaper)[ | ]
The Wood Pavilion and Water Pavilion are interspersed with each other until the path split, and the monsters will change their attack style based on distance (melee or ranged) and use Water-based genie skills.
- Corrupting Maid: High HP monster. Frequently uses a special version of Occult Ice borne in Momaganon (Slows target, paralyzes and freezes target, and deals water damage over time). Sometimes uses Impact. Can reel-in and knock-back.
- Icebitten Ghoul: Uses Impact, and occasionally uses Dissolve (Drain target's chi) or a special version of Occult Ice borne in Momaganon (Slows target, paralyzes and freezes target, and deals water damage over time). Can occasionally knock-back.
- Darkcell Familiar: Occasionally uses a special version of Occult Ice borne in Momaganon. Can occasional knock-back.
After reaching the end of the pavilion, the boss will be waiting in his platform:
- Obscure Reaper:
- It will periodically use that special version of Occult Ice borne in Momaganon on the squad.
If your squad succeed on defeating the boss, an NPC will spawn on the platform and the squad leader can take a quest to spawn a harder version of the boss:
- Vile: Obscure Reaper:
- It will periodically stun the squad, including when it first spawns.
After defeating the Vile version of the boss, it will drop 1 Sleeves Mold (G16 or Rank 9) and every member who completed the quest for the Vile version will receive a Basic Badge.
The Incacerate[ | ]
Should you manage to defeat all five generals, you will receive a reward based on your success in the second stage. However, in order to fight the Incacerate himself, you must protect all five of Clearstream's incarnations. Otherwise, you will be unable to face him.
The Incacerate spawns adds at every 20% HP that's taken down. Those adds have to die as soon as possible otherwise the squad will most likely wipe. The first add will cause an AOE seal (or multiple if it doesn't get killed fast). The second add will AOE debuff slow channeling and reduced attack rate (and randomly stun squad members if it doesn't get killed fast). The third add will buff the boss so a Venomancer is needed to purge. The fourth add will AOE purge and knock the Cleric out of Regeneration Aura. The last add will make boss Frenzy and needs to be purged as soon as possible.
The boss also spawns three adds that are called 105. In 60 seconds, the squad has to kill the single mob that's different than the other two. If the squad fails they get a second chance. If they fail again, the boss will disappear. Make sure your squad doesn't AOE until after these three mobs have spawned and the correct one has been killed.
After the boss is killed, you can summon Vile: The Incacerate by talking to the NPC. The Vile version of this boss is a lot easier to kill and doesn't spawn any adds.
Videos[ | ]
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The Midlands |
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The Western Steppes |