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==Trash== === Up to Boss 1 === When you enter the instance, you will see a magic barrier blocking your way. You will have to kill two Giant Phantoms in order to make this barrier disappear. You can find these Phantoms on the left and on the right. The one with a buff is immune to your attacks as long as the one without a buff is alive. So kill the one without a buff first. The Mobs' Abilities: *{{moblink|Giant Phantom}}: Phantoms are usually found patrolling alone. They have a skill which draws you to them at the start of the cast, and when the cast ends, everyone near them will sustain heavy damage. This skill cannot be interrupted. Also they have quite strong white hits. *{{moblink|Maggot}}: Maggots are always found in small clusters of two or three. They can heal themselves and their friends. Also, when they die, they leave a poison cloud. If you step in this, you will get a DoT. It's not really dangerous. === Up to Boss 2 === Right behind the first boss, you will have to enter a cave. In this cave, you will see pustules randomly spawning all over the floor. They also explode after a certain amount of time, dealing 50% damage to surrounding players. Also, two Giant Phantoms are patrolling here. The easiest way to do this part is to pull one Phantom to your side of the cave and kill him. Then run through as a group and pull the other Phantom. Keep running until you've reached the end of the tunnel and kill the second Phantom there. Up to boss 2, in addition to the Maggots and the Giant Phantoms, you will also find Giant Mantises and Strange Bugs. The Mobs' Abilities: *{{moblink|Giant Mantis}}: Has an area attack with quite a long cast. It will deal heavy damage to anyone near. Most people will be one-hit, so try to interrupt them. *{{moblink|Strange Bug}}: No idea what they do, besides leaving a poison area when they die, just like the Maggots do. ===After Boss 2... === When you've killed Sandos, you will find two exits in the room. The one on the north, which is also the closest to you, will lead to the fourth boss. The one in the west, all the way at the other side of the room, will lead to boss number 3. It doesn't matter which way you go, you will encounter the same trash mobs. Instead of bugs and phantoms, you will now find robots and elementals. The Mobs' Abilities: *Purple Elementals: These guys are always found in large clusters of five or more. They have a two-second cast which will put a % based damage over time on everyone in range. Luckily, these DoTs don't stack. Interrupting them is not mandatory, but it will take some stress off the healers. *Small Robots: You will find these robots either alone, or in a small cluster of two or three. They usually don't move. They have a two-second cast which will put a damage over time on a random player for 60 seconds. During this time, the player is also stunned. Leaving him behind is no option, because the damage over time will kill him. He has to be cleansed. It's a harmful effect. (Little trick: A Druid/Scout can cleanse himself. Just start casting Group Exorcism on yourself, just before the robot's casting bar ends.) *Giant Robots: These will patrol around a little. You will usually find them alone or in a pack of two. They have a two-second cast which will deal 90% damage to surrounding players when it ends. This cast can be interrupted. === After Boss 3 === I recommend you go back to Sandos' room and go to the fourth boss by taking the north exit in this room. Not only will it be quicker to go back when you wiped, also you won't have to deal with a cluster of five small robots which you will find at the end of the hallway between boss 3 and boss 4. This cluster can be a real pain in the ass. ===Up to Boss 5 === Right behind Tatha, you will find a small poisonous pond with maggots in it. Above this pond, you will see flying tiles. One person has to jump on these tiles and reach the other side of the pond without falling down. If you fall down, be sure to avoid the maggots. When you touch them, they will explode, dealing 30% damage to every player around them. Also, the water is poisonous. It will put a very weak % based damage over time on you. Swapping equipment while trying to jump over this gap is recommended. Sometimes the maggots are a little buggy and they will attack you with normal attacks. These attacks deal just as much damage as any other maggot in the instance would deal with their normal attacks. When some person successfully has jumped over the gap, he can click a lever which will activate a moving tile that will bring the players straight to the other side of the gap. No more robots from here on. Instead, you will encounter monkey-like creatures, fiendish breakers and huge thugs with mouths in their bellies. The Mobs' Abilities: *Breakers: They are found in clusters of two or three. When they're pulled, they will deal heavy physical damage to the person who pulled them. The tank has to make sure that he can survive this! *Thugs: They are patrolling alone. They have an area attack which will deal very heavy damage to any player around them. Damage dealers WILL die in one hit. This attack can be interrupted. *Monkeys: You will only find two clusters here. One stationary cluster of three, and one patrolling cluster of five. They will cast a debuff on the tank which will reduce his physical defense. Also, they deal quite heavy damage with white hits. The tank has to make sure that he can survive this! ===Up to Boss 6=== After Lasoyl, you will no longer have to fight monkeys, breakers or thugs. Instead, you will encounter Shadow Soldiers, Evil Healers and Walking Harnesses. In the first room after leaving the Lasoyl's area, you will see a closed door blocking the hallway. You will have to click both levers that are placed next to the door in order to open it. But beware! Clicking the left lever will make a group of five Evil Healers spawn in the south-west corner of the room. Clicking the right lever will make a patrol group of five Shadow Soldiers spawn in the hallways north of the room. They are a lot, but they seem to have less HP than real mobs. It's recommended that you don't click the levers simultaneously, especially when you're not experienced. Just click one lever, kill the group that spawned, then click the other lever. Also, mobs are patrolling behind the locked door. Be careful that you don't pull them, since they can see you through the door. The Mobs' Abilities: *Shadow Soldiers: They cast an instant area attack which deals decent damage. This attack also fears anyone who is hit by it. This is not a real fear though. You can still cast spells or use items while feared. Shadow Soldiers are either patrolling alone or standing still in small groups. *Evil Healers: The first room is full of this little bastards. If they're not killed in time, they will start casting an area attack which deals % based damage every two seconds. If they successfully hit a player, they will also be healed. You will find them patrolling alone or standing still in small groups. *Small Walking Harnesses: I'm not completely sure of what they are capable of, but they seem to randomly charge the person who is the furthest away from them. Also, they have a very strong opening attack. The tank must be prepared. *Giant Walking Harnesses: I'm not completely sure of what they are capable of, but they seem to have a short-range area attack that deals pretty decent damage. *Small and Giant Walking Harnesses are always patrolling in groups of five, or standing still alone or in smaller groups.
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