Complete guide to the Mirz Air Garden. “Geller Altar”, Matthias Grunewald - description Materials for hira

Heller Altarpiece (Altarpiece of the Assumption of Mary) - Matthias Grunewald, triptych. 1507-1511, 1614-1617. Wood, tempera. 190 x 260 cm


This wonderful work of art is distinguished by the remarkable composition of the craftsmen who worked on it. Two of the most talented representatives of German art - and Grunewald - worked in close collaboration to create this altar in the form of a classic church triptych. Almost a hundred years later, another artist, Harrich, made a copy of it, thanks to which this image has been at least partially preserved to this day.

The main part of the altar - the central element and the internal doors - were made by Albrecht Durer, or rather, by the artists of his workshop under his leadership and with his participation. Only four paintings for the outer doors on the right and left were commissioned from Matthias Grunewald. The middle part of the altar by Dürer burned down in the 18th century and we can judge about it only from the surviving copy of Harrich.

Due to the fact that monasteries were ruined and liquidated during the period of secularization, the altar was divided into parts. That is why some of its surviving elements are now located in various cities. 4 paintings by Grunewald have survived, of which “St. Cyriacus” and “St. Lawrence” are now in Frankfurt am Main, and “St. Lucia” and “St. Elizabeth of Thuringia” are in Karlsruhe.

The paintings were made in grisaille. This is a rather complex painting technique that requires working only in tones of one color, that is, in a monochrome palette. Thanks to this technique, it is possible to create the visual impression of a bas-relief, since due to the restrained selection of colors, the image looks convex and voluminous.

This is a labor-intensive method of depiction, since paints have to be layered with the finest strokes to reproduce the shape of objects. In portrait images this is even more difficult. But Grunewald masterfully coped with the task. Despite the very limited color range, his paintings for the altar look impressive, beautiful, not inferior in expressiveness to the colorful central part and sides.

The faces of the saints are alive, with recognizable facial features. The women depicted by Matthias are very similar to the Madonnas of Italian masters, for example, in the appearance of a saint (presumably St. Lucia) one can find similarities with. At the same time, she resembles Judith from the famous painting by Lucas Cranach the Elder, and many other female portraits of that time.

Despite the small number of surviving works by the master, we can judge him as one of the most significant and talented artists of the German Renaissance.

Jacob Heller for the church of the Dominican monastery in Frankfurt am Main. Part of it was preserved only in a copy made in the 16th century by the artist Jobst Harrich.

Albrecht Durer, Matthias Grunewald, Jobst Harrich
Heller Altar (Altar of the Assumption of Mary). 1507-1511, ca. 1614-1617
Heller-Altar
Wood (spruce, Durer and Grunewald) / wood (linden, Harrich), Tempera. 190 × 260 cm
Historical Museum (Frankfurt), Kunsthalle (Karlsruhe)
Media files on Wikimedia Commons

History of creation

At the end of the 15th - first quarter of the 16th centuries, the Dominican monastery in Frankfurt am Main was decorated with works by the best artists of the time, including Hans Holbein the Elder, Craftsmen from Frankfurt and Hans Baldung. For the southern nave of the monastery church, a member of the Frankfurt municipality and merchant Jacob Geller in 1507 ordered an altar image on his behalf and on behalf of his wife Katharina.

The central part of the altar and two inner doors were to be made by Albrecht Dürer, who worked in Nuremberg. Geller ordered only four paintings for the left and right outer doors - although these, like the first ones, were to be executed in a particularly complex grisaille technique - to Matthias Grunewald, then presumably living in Aschaffenburg. Dürer's workshop sent its part of the work to Frankfurt in August 1509. Dürer's letters addressed to Heller regarding the work on the altar have been preserved. Matthias Grunewald's paintings were probably executed somewhat later: between 1509 and 1511, so the altar could have been installed in the church in 1511 at the latest.

During secularization, the artistic works of the Dominican monastery were scattered, including the Heller Altarpiece. The doors were removed from the altar in the 18th century, and the panels were separated in 1804. Currently, most of it is located in Frankfurt. The Historical Museum exhibits a reconstruction of the altar with a copy of the central part of Harrich and paintings of the internal doors made in Dürer’s workshop.

Plot

The main composition (“Ascension and Coronation of the Virgin Mary”) was probably inspired by “Altar of Oddi” (“Coronation of the Virgin Mary”, 1503) by Raphael, which in one picture combines two scenes: the Apostles at the empty tomb of Mary and her Coronation. It is unknown whether Dürer may have seen Raphael's work directly in Perugia, during a supposed trip to Rome at the end of his stay in Venice in 1506, or whether he became acquainted with the Oddi Altarpiece through engraved copies or drawings of it.

The paintings for the external panels are made using the grisaille technique. There are known to be eight monochrome parts of the altar, which depict:

  • Saint Cyriacus healing Diocletian's daughter (Grunewald, currently at the Städel Institute).
  • St. Lawrence (Grunewald, currently at the Städel Institute).
  • Holy

MIRZ AIR GARDEN. GUIDE – AIKA ONLINE.

Ancient history of Mirz.


“High, high in the sky there is a floating island on which the most ancient and wisest of the Mirzas once lived. Legends said that only those Mirzas who lived 120 years or more were allowed to reside in the beautiful city built on the top of this wonderful island. There, among the clouds, those who were destined to settle in this city were doomed to live in peace and tranquility until the end of their days.
Eventually, Sahrar Ungor made a deal with Zereka to invade the once peaceful sky island. With cold-blooded cruelty, the hordes of darkness under the leadership of Zereki were able to take possession of the air garden of Mirz and, having carried out a massacre, killed all its former inhabitants. This is how the ancient paradise of the wise Mirzas turned into another stronghold of a bloody war.”
The entrance to this dungeon can be found in the Forest of Ungor: Altar of Ascension location.
Use the blue glowing hexagonal crystal to activate the dungeon entrance.

In order to be allowed into the dungeon, the following conditions exist:
go there with only one party, all members of which must be above lvl 51 (for all available difficulty modes). The entrance to the dungeon has no waiting time, and you can enter it several times a day.

Items for all classes required to get into the dungeon (sold by NPC Darden):
low-grade wax (normal mode) - 30,000 coins (excluding tax);
medium-grade wax (difficult mode) - 60,000 coins (excluding tax);
high-grade wax (elite mode) – 120,000 coins (excluding tax).

Time allowed for clearing the dungeon, carriage and small cart:

Normal mode - 3 hours;
Hard mode - 3 hours and 30 minutes;
Elite mode - 4 hours.

Dungeon map and mob descriptions



Management:

First area:
Here you will encounter Air Garden Gladiators, as well as Air Garden Assassins (they shoot with ranged attacks). In the second half of this area you can also find the Royal Guardians of the Air Garden. This area is full of mobs, and you must be extremely careful with the Air Garden Assassins, who can paralyze you with the Virulent Arrow skill.

Second area:
This area consists of a long chain of rooms, eight in total. Each room contains Mutant Minions (melee plants), Hamiz of Curses, and Lazaps of Fury (melee demons). The last rooms are inhabited by Khamiz Krik. In these rooms, the mobs are located very close to each other, so you need to be careful and lure (kite - lure one / several mobs at a time). Lazaps also have a Stunning attack - a warrior skill that stuns your character.

Third area:
The third area is a very long corridor with several mobs. There you will meet Air Garden Gardeners, Spiny Minions, and Ice Flames. Beware of Spiny Minions, who can cast Tree Spikes on you. This skill is dangerous because it can slow you down, and Ice Flames throw freeze.

Fourth area:
The fourth area is a medium-sized room populated by Air Garden Spearmen, Royal Air Garden Soldiers, and Air Garden Snipers (who have ranged attacks). You will also find Flames of Prohibition. In this area, mobs are usually gathered in groups in groups (social mobs), so it may turn out that you will be forced to handle two or three mobs at once. Flammies move around the room, so try to aggro them one at a time. Air Garden snipers can attack you with the Virulent Arrow skill, which paralyzes the player for several seconds. In addition, the Spearmen of the Air Garden and the Royal Soldiers of the Air Garden hit with weak AoE attacks. Two bosses will be waiting for you in this room: Bodyguard Captain Ahorn and Royal Guard Captain Garin. Both cast the skill Storm Blade, which can hang fat on players and stun them.

Fifth area:

It is a short room reminiscent of a swamp. This area is inhabited by Butoh Pus and Bubba Titans. Buto of Pus casts the skill Poison Sac (Poisonous Glands), which slows down the player. Butoh also uses not very strong AOEs that attack with gas, which inflict poison on players. Babbs also use AOEs, so be careful. At the end, a boss named Giant Butoh Ingahan awaits you. This boss casts the skill Butoh-Butoh, a debuff that causes AOE paralysis. He also buffs himself with Toxic Fluids, a buff that increases his defense, and when his HP is low, he can use the Sleeping Sac skill.

Sixth area:

This area is filled with Deep Forest Trivions, Poison Needle Minions, and Ancient Ancients. Trivions of the Deep Forest can cast Sticky Sap on you, this is a slowing debuff; and Poison Needle minions cast Poison Needle, which inflicts paralysis. Ancient Ancients also cast Poison Needle, as well as the skill Poison Pus, a very strong AoE.

Seventh area:
The next area is also another corridor, this time once again inhabited by Deep Forest Trivions and Titans. The titans are mostly the same Bubbs, who cast even stronger AoEs and can also stun you with the Powerful Hammer Chop attack. In addition, you can also meet the already familiar Poison Needle Minions.

Eighth area:
This area is relatively small, and in it you will encounter Dark Shredders, Dark Hunters, and Hooks of Destruction. Hunters of Darkness cast the skid Steel Whip Tail, which can stun you, as well as the skill Darkness Breath (Breath of Darkness) - an AoE that reduces accuracy and imposes a slowdown. When a hunter's HP reaches zero, they can cast Steel Roar, a buff that makes them stronger. Hooks of Destruction can use the Touch of Demolition skill, which slows down your character, as well as the Light of Demolition skill, an AoE that applies fat. In this area you can collect a lot of Glambeks.

Ninth area:

Here you can find several Electroshock Flames, Iron Needle Minions, and Air Garden Managers. Flamms can cast Lightning Touch, and Iron Needle Minions can cast Steel Thorn, which inflicts a slow and reduces healing. The managers of the Air Garden use weak AoE weapons.

Tenth area:
Here you will again encounter Deep Forest Trivions and Poison Needle Trivions. In addition, there are Blood Witches in the area. Blood Witches can cast the skill Thorn Strike, which reduces the level of healing. When their HP reaches zero, they can cast the skill Blood Curtain, which increases their damage. Blood Curtain also heals them if they take damage.

Eleventh area:
This is a medium sized area with a tree in the middle. Here you can meet two Hooks of Destruction, as well as Blood Crumbs and Blood Hunters. Bloody Crumbs and Bloody Hunters can cast Steel Spine Tail and Spine Tail, which reduce the level of healing, as well as the skill Blood Red Breath, which reduces your physical def. In this area you will also be able to collect Glambeks.

Twelfth Region:

This is a very large area inhabited by Trivions Lapiko (ranged attack), which can cast Acid Sap (Acid Glands), reducing your physical def. There are also Healing Hamiz (ranged attack) here, which can slow you down by casting Raise Thorn, and can also heal themselves. There are also Hamiz Hypnosis, which can put sleep on your character, the skill itself is called Hypnotic of Forest (Forest Hypnosis), as well as the skill Thorn Awn, which reduces the effectiveness of treatment. Towards the end of this area you will see orange thick stems. This is where Lapiko Tatans appear. Be careful, as they may take you by surprise. Eventually, you'll see two Hamiz of Healing and a boss, the Forest Goddess Lapiko. Lapico casts Deadly Poison Thorn, which can temporarily turn your character into stone. In addition, the Goddess can cast Thorn Awl, which reduces the effectiveness of treatment. She can also use Seed of Forest, which deals huge damage after a certain time, and the Hatching skill, which can paralyze you.

Thirteenth area:
The next area is populated by the Hellshires, who are demonic knights. They can cast AOEs that are not very strong in terms of damage on you and cast Fear of Death on you, which will put fear on you. If you go west, you will come across an area inhabited by Dark Hunters and Blood Hunters. If you go northwest, you will soon see a clearing filled with Explosion Lazaps and Hell Shires. Explosion Lahaps are basically similar to Fury Lahaps, they can stun you and also have pretty powerful melee AoEs. In this room you will also find Sahrar Ungor, who casts Powerful Storm Blade, which inflicts stun and lard. He also casts Fear of Death. After Sahrar Ungor dies, two mini-bosses appear - the Guardian Souls of Ungor. They resemble more powerful versions of the Hooks of Destruction.

Last area, Colosseum:

The main entrance to this area is guarded by two Hell Shires. There are several groups of Hellwing Vespers walking around outside who can cast Super Sonic, a fat-killing debuff. Inside the arena you will find several Nemesis Hooks. These Hooks apply Armor of Demolition to themselves, a buff that reflects your damage. You will also find two Shires of Hell next to the Statue of Seridann. In the center of the area you will encounter Gorr, a giant plant monster. He can cast Raise Thorn on you, which causes paralysis. Before killing him, make sure all members of your group have free slots in their inventory. Gorr will drop the Heart of Gorr, which you will need to summon Seridann.
After Gorr dies, go to the northeast of the arena and you will find Seridann's Totem. Use the Heart of Gorr on the Totem to awaken Seridann from her sleep. Seridann is a "mixed type boss" that has a lot of AoEs. She has a huge number of all sorts of skills that ruin your life, such as Spirit Absorb and Pain Reverse. Return Pain is a buff that reflects damage to the boss and also heals her when she takes damage. Seridann can also inflict Wound of Ground, which reduces your physical damage. She also casts Touch of Heaven's Judgment, which puts lard on you. In addition, the boss can stun you with the Heaven’s Judgment skill when the boss’s HP becomes low. Along with this, Seridann can also inflict fear, so get ready for a very difficult battle!

Additional information:
After death, Seridann drops Seridann Cores:
Seridann (normal difficulty) - Blue Core Seridann;
Seridann (Hard Difficulty) - Green Core Seridann;
Seridann (elite difficulty level) - Red Core Seridann;
unique recipes for red sets lvl 60 (elite difficulty level);
blue 56 lvl.

*Please note: The drop mentioned above is not 100% at all difficulty levels.*

Seridann Cores can be transferred and traded; when opened, the Cores yield many Magic Crystals. Magic Crystals are used to enchant armor at a normal level, to enchant a bizhi at a complex level, and to enchant weapons at an elite level. In Mirz's Air Garden, on normal and hard difficulty levels you can get rank C hira and kaise, and on elite difficulty level you can get B rank hira and kaize there.

The material has been translated. Original - http://aika.t3fun.co...?post_key=17209

Quests related to the Mirz Air Garden:

1) Golden flower. Taken from Ursula Park, NPC: Yvonne Trinka. Task: collect golden flowers growing in the Air Garden. DIFFICULT LEVEL. Reward: 69k experience, 20k gold.
2) God Mirz. Take the Altar of Ascension from the respawn. NPC: Envoy Solern. Objective: Defeat Seridann to get Seridann's tear. REGULAR LEVEL. Reward: quest peppers lvl 56, 80k experience, 20k gold.
3) Vegal Totem. Take the Altar of Ascension from the respawn. NPC: Envoy Solern. Quest: Use the Vegal Totem when you get the fragment of the Vegal Totem, and the trivion juice from the trivions. DIFFICULT LEVEL. Reward: 75k experience, 22k gold.
4) Hunter in the Dark Taken in Regenshain. NPC: Alan Sinclair. Objective: Defeat 9 dark hunters. REGULAR LEVEL. Reward: 62k experience, 18k gold.
5) Walled-up cynic. Take the Altar of Ascension from the respawn. NPC: Envoy Solern. Mission: defeat Seridan. DIFFICULT LEVEL. Reward: quest fluff lvl 56, 100k experience, 40k gold.
6) Frost-resistant plants. Take the Altar of Ascension from the respawn. NPC: Luis Mendez. Quest: Destroy the Venomspore Lucars to collect 6 Lucar Seeds. REGULAR LEVEL. Reward: quest shield lvl 56, hira S, 2 kaise S, 62k experience, 18k gold.
7) Materials for the saddle. Take the Altar of Ascension from the respawn. NPC: Luis Mendez. Quest: Defeat Dark Hunters and Blood Hunters and collect 10 Hunter Fangs. DIFFICULT LEVEL. Reward: 72k experience, 21k gold.
8) Destroy the lazaps. Taken in Regenshain. NPC: Helmut von Schröder. Objective: Kill 20 Warrior Lazaps and Stormtrooper Lazaps at the Sigma Transit Base and 20 Yarochti Lazaps and Explosion Lazaps at the Mirz Air Garden. DIFFICULT LEVEL. Reward: 75k experience, 24k gold.
9) Lion mushroom. Taken in Regenshain. NPC: Arnold Grissom. Quest: Defeat the Gladiators, Assassins and Guardsmen in Mirz's Air Garden to obtain Mushroom Pouches, then collect 5 Lion Mushrooms. DIFFICULT LEVEL. Reward: 67k otya, 20k gold.
10) Materials for hira. Taken in Regenshain. NPC: Arnold Grissom. Quest: Destroy Spiked, Steelshot, and Venomshot Bowmen to obtain Blood Quartz, Iron Quartz, and Loess Quartz. DIFFICULT LEVEL. Reward: Hira V, 72k experience, 21k gold.
11) Devil's equipment. Taken in Regenshain. NPC: Dean Kepler. Quest: Defeat the damned Shiraz and get 4 Shiraz swords, and also defeat the Gaffs of Vengeance and get 4 Gaff armor. REGULAR LEVEL. Reward: 62k experience, 18k gold.
12) Wild glambeck. Taken in Regenshain. NPC: Helen Staedler. Task: collect 10 bunches of glambeck. what grows in the Mirz Air Garden. REGULAR LEVEL. Reward: 65k experience, 20k gold.

Tactics for fighting bosses, mini-bosses and individual mobs
The following strategies and tactics have been empirically established for successfully killing various types of bosses, mini-bosses and mobs in the dungeon.

1) Lapiko, goddess of the forest. Lapico needs to be beaten in the following way: first, the paladin and the party aggro all the Tataars who are on the way down to the boss, killing them. Next, the paladin will aggro the boss himself. Very often it turns out that the boss gets aggravated together with the mob - Hamiz of Healing. In this case, first the mob is killed quickly, then everyone starts hitting the boss. The boss must be brought from below to the top of the lift so that at the right moment the boss can hide around the corner. First, the paladin hits the boss for 10 seconds, then the boss is hit by everyone up to 50% HP, then the healer throws immunity (Burden of Splendor) on the paladin, at this moment the paladin casts wards if they fall down. Everyone runs away faster from the paladin and the boss while the paladin is under immunity. You need to run around the corner so that the boss’s skill doesn’t hit you. The boss, in turn, casts a skill that can hit one of the party members very painfully or even one-shot him. If a lot of damage was dealt to a party member, the party member moves back to the healer. The boss also shoots pillboxes (skills that reduce your HP to 1, but do not kill you). In this case, you also need to run away from the boss to the hill.

2) Shiraz.
Shiraz are scary because they can swanshot one member of the group. The Shiraz have a skill that acts similarly to the skill of a hill - it removes the Nth number of buffs from members of your group and deals quite a lot of damage for each successfully removed buff. Therefore, the one who has the most buffs, accordingly, receives more splashes, or may even be swanshot. On Shiraz, remove all buffs except the legion buff and perfect buffs. Also, a little advice - let the paladin aggro Shiraz so that the sagren Shiraz is as far away from the non-sagren one as possible. Otherwise, there is a chance that one of the melee soldiers will be sent in fear to the second Shiraz, and both Shiraz will most likely kill your pack.

3) Explosion Lazaps.
Explosion Lazaps can also one-shot you. To prevent this from happening, watch the animation of this mini-boss. As soon as he raises his shield and gets into a stance, it means he casts the “RSD”, you need to immediately run somewhere around the corner so as not to catch it. It's easiest for a warrior on these mini-bosses - all the blocks roll back just at the right moments.

4) Gorr.
Also a nasty boss. He also has DoTs that can take you down quickly. They beat him by analogy with El Cain's Trainees at the top of Eva (although at lvl 60 they can already be beaten in any way) - the party is grouped near the boss, lined up in such a way that the entire pack stands between the paladin, who is at the boss, and the warrior, who stands behind everyone and catches splashes under the blocks. This is the best tactic. Although quite often it happens randomly, and then the healer needs to heal the dots in time.

5) Seridann.
Seridann is a very difficult boss. Difficult in that it takes a very long and tedious time to beat him. The tactics are the following. The one with the totem calls Seridanna. The paladin aggravates him and brings him to the place where the first bunch of bats was (to the right of the entrance to the Colosseum). Then everyone stands along the wall that makes up the Colosseum. no one beats the boss except the paladin and the mage. Moreover, the magician must also stand near the wall and hit at the maximum possible distance. When Seridan has a buff - a red circle (reflector + wild regen) - no one hits the boss and everyone waits for this buff to disappear. Then again the magician and fell knock on the boss. At the right moment, the healer throws immunity at the fella, who, under the immunity, recasts wards and continues to beat the boss together with the magician. When the boss has 50% HP left, don't hit anyone except the paladin at all. Otherwise, the boss will start to lose his temper and attack everyone - this is an automatic failure. At 25% HP, the immune system again rushes at the paladin, thus achieving the boss.
It should be taken into account that if you didn’t manage to kill the boss the first time, then most likely you won’t succeed - he will break down and kill everyone every time.

WORLDWIDE TEMPLE OF THE ASCENSION FIRE

Temple of the Lights of the Ascension
Sri Akai Sahiyansara

The Temple of Ascension Lights Sri Akai Sahiyansara is located in Malaysia, above the village of Bandar Sri Damansara, near the city of Kuala Lumpur in the outer space of the Earth at level 5.8. Corresponds to the knees of the planet and is associated with the centers of mobility of the earth’s crust.

We call on the Creator, Mother of the World, Planetary Christ-Melchizedek, Galactic Christ-Melchizedek, El Moria, Saint Germain, Ashtar Sheran, Archangel Michael, Incarnated and Unincarnated Curators of the Ascension Project, Ramelius, all the Fires of Ascension, the Priests of all OV Temples, ours Higher “Selves”, subtle-material Support Groups, Gaia, the Core of the Earth Elements, all earthly elements, LC Noel and the matrix of the Ecumene.

We express our intention to get acquainted with the Temple of Fires of the Ascension of Sri Akai Sahiyansara, its structure, energies, Altar, Priests, purpose and, if possible, participation in the Service in this Temple. We ask you to carry out the necessary attunements to enable us to move to the Temple and work in it.

Attunements are carried out through very low sound, corresponding to the vibrations of the Core of the Earth's Elements - solid, dense vibrations. There are no possibilities for such low sounds in the spectrum of human sound. These sounds are closest to throat singing, or even more precisely, to belly singing. This sound can be heard among shamans or in Indian temples. We use Ujjayi breathing (noisy breathing with a hissing sound) for tuning.

There is a feeling that we are swaying in the bowl of a multi-colored flower. Each petal carries the energies of one of the Fires of Ascension. This flower's stem goes into the very depths of the Earth, to the Core of the Earth's Elements, to the Crystalline Heart of the Earth. The energies from the core of this flower go higher, multi-colored bubbles rise up. We are sitting in the lotus position. A very low sound continues, it becomes more and more loud, as if coming from the depths of the Earth. Our bodies turn on and begin to sound themselves at very low vibrations of the earthly elements.

Our bodies are expanding more and more. And at some point we feel ourselves spread out on the globe face down - and with our hearts, stomachs, all our energy structures and bodies, all our cells, we now perceive these vibrations coming from afar, from somewhere completely from the depths of the Earth. The whole body, like a powerful antenna, like a radar, perceives and amplifies these vibrations to a level that begins to be easily perceived and felt by the whole body. The entire body comes into resonance with the vibrations of the Earth and earthly elements emanating from the center of the Earth, from the Core of the Elements. We become part of the Earth. We connect with its sound, its vibrations, energies.

We notice changes in attunement with the Earth. If previously the density, the enormous mass of the Earth, its power were felt on the physical level, then gradually more and more subtle attunements with Gaia, with her more subtle bodies, begin to occur. Our subtle bodies begin to align with the subtle bodies of the Earth, and they are perceived in a completely different way. The feeling that we are breaking away from the Earth, rising higher and higher. The space is increasing. Quite a rapid rise in the space of the subtle bodies of the Earth. It’s as if we’re just taking off like a balloon—smoothly, easily rising in a transparent space. We see the Earth below us. The level of clouds has long been passed - they are far below us. We rise to a certain level and stop.

Here a new adjustment occurs, which is perceived at the bodily level as goosebumps, tingling and vibrations throughout the body, and an impact is also felt on the head area. A more even flow of blue energies fills the body, and it either becomes transparent or completely dissolves in the air, becoming weightless. You feel heat, an increase in temperature throughout your whole body at once: your palms, your back, and your legs begin to burn... A fiery stream is turned on. The cosmic elements are now also uniting with us. If through the Earth there was a connection with the earthly elements, with the Core of the earthly Elements, then now, at a certain point above the Earth, a unification with the elements of the Cosmos is taking place. We are now transparent, formless entities, like jellyfish, filled with energies similar to plasma. The purpose of the body, the forms that we now imagine, is to connect at this fairly high level the energies of the earthly elements (through the memory of cells, consciousness, earthly sensations) with the energies of the Cosmic elements, which are beginning to be perceived by us. And these are completely different sensations compared to the earthly elements. The energies of the Cosmic elements are perceived as very light, soft, with gentle touches, like warm rays of the sun. I would like to call these energies loving. They fly in like a breeze, and like the sun, they warm you, and like tender, tender, new water, they caress you. And the feeling from the energies of the elements of the Earth here is also somehow bright. Gaia is perceived as light. And light comes from the Sun, but also intense heat. And from the Earth comes light and some kind of familiar, close, touching energies. There is a very strong expansion of our internal space. And filling it with wonderful energies. Now the Inner Sun of the Earth, and all of Gaia itself, and the Sun of our system, and the Great Central Sun, and various planets and stars are equally well felt. It’s as if one of our hands is holding the Earth’s Inner Sun in the palm of our hand, and the other is holding the Great Central Sun. And at the center of what we are, at the level of the solar plexus, is the Sun of our solar system. We are so big now.

We begin to descend closer to Earth. We recognize the outlines of the coast of India and are approaching Malaysia. We have returned to our normal sizes, but remain almost transparent in human form. And we are approaching the town of Bandar Sri Damansara. It's easy to find from above. It differs from others in that the outlines of this small settlement very clearly repeat the shape of an egg, representing a completely smooth oval. We stop above this place.

A very powerful stream is felt from the Earth, rising like a whirlwind - a strong, transparent stream. A beautiful transparent castle is forming right in the air in front of us. The new meaning of the expression “building castles in the air” becomes clear. Now, right before our eyes, out of nothing, out of thin air, a castle in the air was erected in seconds. This is the Temple of the Lights of Ascension , and it really looks like a fairytale castle: tall, as if carved out of the purest rock crystal or transparent ice, sparkling, with several towers. It has a wide base, the shape of the Temple is similar to an elongated cylinder, there are arches, and turrets with high cones are visible above the Temple. All this is transparent, shimmers in air, sunlight and currents. A rainbow glow emanates from the Temple, like water reflecting the sun.

We are as transparent as this Castle Temple, tuned to the same vibrations as it. Through a high arch we fly into a tall and spacious, festively bright hall. It doesn't seem very big. The sun, passing through the transparent walls of the Temple, as if through lenses, greatly intensifies its radiance, which is again reflected from other sparkling walls. It was as if we were inside an ice castle or a transparent crystal, a diamond, shining under the rays of the sun.

The Chief Priest of this Temple appears before us. His name is Sri Lani Aina. He is very tall, in a long purple robe, on his head is a low, also purple, cap with gold trim and with raised corners and the center. This cap resembles the top of the Temple. His face is of an oriental type. There is a mustache and a small neat beard. The Priest holds a staff in his left hand, and in his right hand there is an unusual transparent ball in the palm of his hand. Flashes and movement of multi-colored spirals appear every now and then inside the ball. I just want to call it a magic ball. The name sounds in my head - “ball of coordination of energies and elements.”

Please show us the Altar of the Lights of Ascension. The priest nods his head and makes some small movement with his staff. And right in the center of the Temple, it was as if some kind of veil had fallen, an invisible curtain, and suddenly, at one moment, the Fires of Ascension opened before us. It’s like a fantastic trick, when something visible and voluminous appears out of nothing. Before this, there was a complete feeling that the hall was empty, but now it is clear that some substance was covering the Fires of Ascension in the center of the hall from our eyes, creating the appearance of empty space.

The Altar of the Lights of Ascension is very similar to the magic ball in the right hand of the Priest. Due to its complete transparency, the Altar is not immediately visible. It is round, and the Fires of Ascension burn on its top. And the Fires of Ascension here are also perceived not so bright, they are also more transparent.

The Chief Priest introduces us to the other Priests of this Temple, who are responsible for the harmonization and balance of earthly and cosmic energies and elements. There are quite a lot of them, they are not in one row. The priests are also translucent and not clearly visible. Their clothes are different: some of them are transparent greenish and bluish, others are golden and pink.

Please tell us about the purpose of the Temple of Ascension Lights of Sri Akai Sahiyansara. And we get the following answer: “This entire Temple is extremely important for the Earth. The entire planet is being rebuilt in constantly changing flows of energy. She must be in constant tune with cosmic vibrations and new energies. The Temple and its Priests determine the level of vibrations on the planet, their consonance with cosmic energies. On Earth, people have a chamber of weights and measures, in which standard samples of precise measures of length, weight, time measurements, etc. are stored. The accuracy of characteristics important for the existence of a civilized society is verified against these standards. Likewise, the Sri Akai Sahiyansara Temple, to some extent, is an important reference and coordinating center. First, it diagnoses the energetic state of the Earth. The Temple contains important spiritual instruments that can capture those frequencies, vibrations and other parameters of what is present on Earth: in the densities and vibrations of the planet itself, all its elements, in attunement and consonance with the Core of the Elements, with the Heart of the Earth, attunement of everything earthly with Cosmic Energies and with the Center for Control of Cosmic Elements, etc.

In addition, the Priests of this Temple are able to receive the most subtle and newest settings from Space, including from the Center for Control of Cosmic Elements, and concentrate this in a certain exemplary, standard version for the Earth at the moment. The Ball of the Chief Priest and the Altar of OB, towers with high cones, and this entire Temple as a whole are light, spiritual instruments that are tuned to all changes in the Cosmos. And they immediately process the received information, energies and vibrations in accordance with how all this can be combined and balanced at the moment with earthly conditions in the best possible way. It is here that the same standard of energies, vibration frequencies and other parameters and indicators of spiritual state and changes is formed at all levels of the densest and subtlest structures that are important for Gaia and its inhabitants, for their most favorable development. Then, with the help of the Fires of Ascension and the entire Temple, these reference energies are spread throughout the Earth, the planet, elements and all forms of life are tuned to new vibrations and programs - their balanced transition to a new state occurs, harmonious preparation of the entire space of Gaia for the Ascension. And such influence and adjustments of everything on Earth, fine adjustments to new energies and programs occur during Services in the Temple of Ascension Lights of Sri Akai Sahiyansara.

Carrying out the necessary changes on Earth harmoniously is sometimes very difficult, and sometimes impossible, due to the fact that there are disconnections, disconnections in the interaction of different earthly structures, elements, and their connections with the Cosmos. Very complex processes of restructuring and transformation are now taking place on Earth, which lead to changes in the deep structures of the planet, to the movement of tectonic plates, to the displacement of the Earth’s poles, the melting of ice, changes in mountain and water systems, etc. Because of this, sometimes destructive processes occur , inevitable during the global restructuring of such a huge organism as Gaia. The task of the OB Priests of this Temple is to be in constant connection with all earthly energies, elements and structures, as well as with energies coming from the Cosmos, to carry out the necessary transformations and attunements on Earth as gently, smoothly and at the same time effectively as possible in accordance with the new cosmic energies. And in the future, from the Temple, the harmonization and balancing of energy processes and interactions on Earth is carried out in accordance with the “reference” state, which for Gaia is the most appropriate for new vibrations. This also applies to the harmonization of the social sphere, relationships between people and states. The social life of people is closely connected and dependent on the level of development and coordination of all earthly and heavenly structures and elements.”

We appeal to the Chief Priest of the Temple with a proposal to hold a joint Service in the Temple. He agrees and asks us to tune into the energies of LK Noel, who is actively involved in working with the Priests of this Temple, helping to implement planetary changes in the best possible way. And it is no coincidence that the outline of the place under this Temple is so similar to the matrix of the Ecumene, transmitted through LC Noel. We call on LK Noel and other LKs who can help in this work. We tune in to their energies.

Priests from other OV Temples arrive. In the space of the Temple, a sound appears that combines seemingly incompatible sounds: a completely low, dull sound that we heard at the very beginning, when we tuned in to the energies of the Earth (Priests chant OM in very low tones. It seems, rather, like a powerful buzzing or hum emanating from the depths of the Earth during earthquakes), and at the same time, some of the Priests sound in very high tones, moreover, accompanied by a clear crystal sound coming from above - from the crystal cones on the towers of the Temple, tuned like tuning forks to the purest sound high cosmic energies.

All this is combined with movements in two circles: one circle of Priests moves in one direction, the other in the other. The fires of Ascension become higher and also seem to be in tune with this space, vibrating in it.

Now an extraordinary thing is happening: the Altar of the Fires of Ascension, which was difficult to see because of its complete transparency and relatively small size, begins to grow and becomes a huge ball, at the top of which the Fires of Ascension flare up more and more powerfully. The lights become so high that they go beyond the boundaries of the Temple and glow over all its towers and cones, like a beautiful cosmic torch or fire, soaring with tongues of Light into the space of Cosmos. The Altar of the Lights of Ascension became so large that it took up almost all the space in the large hall. The entire Temple becomes the Altar of the Fires of Ascension.

The Priests stood almost close to the Altar; between it and the round walls of the Temple there is sufficient space to place the Priests around the Altar. All Priests touch the transparent ball of the Altar with both palms and unite into a single whole with it. We also place our palms on this slightly cool ball. At this time, the Chief Priest of the Temple continuously reads some mantras, or prayers, or moods, or calls in an unknown language, repeating the same sounds and words many times. His palms are not on the Altar ball. In his left hand is a staff, and in his right hand is a transparent ball. The staff glows, and thin and bright threads of energy constantly move up and down along it. It seems that this energy comes out of the hands of the Priest, which makes the staff a kind of energy tool. All the attention of the Chief Priest is focused on the ball on his right hand. Repeating words and sounds, it is as if with his intention he sends them into the ball and through it influences the large ball, which is the Altar of the Fires of Ascension. And gradually what happens in the ball in the palm of the Priest begins to be reproduced exactly on the Altar. We can observe the glow of multi-colored lights in both balls. All this is accompanied by sound in the Temple. And now, through the Chief Priest, other Priests and through the “standard” instruments, all attunements with cosmic energies and with the Earth pass into the Altar with the Fires of Ascension, which begin to distribute these energies in the space of Gaia. There is an attunement with the Core of the Earth's Elements. Plasma discharges, like lightning, sparkle as they go into the Earth, connecting the Temple with the deepest part of Gaia. From the Temple, transparent waves descend to Earth in impulses. Water reacts very strongly to them. Large waves travel across the ocean in all directions around Malaysia.

But the Altar’s ball began to noticeably shrink, becoming smaller and smaller. The Ascension Lights are gradually returning to their original state. The service ends. We thank all the Priests of the Fires of the Ascension for the opportunity to get acquainted with the Temple of the Fires of the Ascension of Sri Akai Sahiyansara and participate in joint work. We thank Lemurian Crystals, our beloved Crystal Noel. And we are smoothly transferred to our reality.

Reference:
Ujjaya - this is a special breathing technique, carried out through the nose and accompanied by a soft sound in the back of the throat, which can be described as “the wind in the treetops” or
"The sound of the ocean in the distance."
Technique: Sit up straight, take a deep breath through your nose and then exhale through your mouth with a soft “Hhhaaa” sound, as if you were whispering. Take a few breaths in this manner and then halfway through the exhalation, close your mouth and let the air continue to flow out through your nose. The second step is to try to create the same sound during inhalation as during exhalation.

Ujjayi is a very useful technique
, which has a complex effect on the body:
1. Activates practice, since deep concentration on the passage of air and the sound produced completely distracts attention from extraneous problems.
2. Stretches breathing, calms and relieves stress. Slow and deep breathing leads to immediate calmness of the mind and body, and also brings the bioplasmic body into a state of harmony. In general, ujjayi helps with all diseases associated with nervousness and stress.
3. Cleanses the body of toxins.
4. Trains the heart. Ujjayi gives a powerful warm-up to the body, but the heart works in an economical mode. Ujjayi greatly dampens the pulse - by about 10-20 beats. The effect of training the heart occurs only when ujjayi is combined with physical activity. Ujjayi - excellent breathing for varicose veins as one of the forms of improving venous return.
5. Trains the respiratory muscles causes the respiratory muscles to work with increased load and helps to strengthen them, improve the condition of the lungs and the discharge of sputum.
6. Teaches breathing control. Ujjayi breathing makes breathing audible and easier to control; we learn to monitor the evenness of inhalation and exhalation, immersing the mind in this almost meditative process. By controlling our breathing, we essentially calm the mind. Real knowledge can only come to us when the mind is stable.

Updated - Nevergreen

High, high in the sky there is a floating island on which the ancient and wisest of the Mirzas once lived. Legends said that only those Mirzas who lived 120 years or more were allowed to reside in the beautiful city built on the top of this wonderful island. There, among the clouds, those who were destined to settle in this city were doomed to live in peace and tranquility until the end of their days.Eventually, Sahrar Ungor made a deal with Zereka to invade the once peaceful sky island. With cold-blooded cruelty, the hordes of darkness under the leadership of Zereki were able to take possession of the air garden of Mirz and, having carried out a massacre, killed all its former inhabitants. This is how the ancient paradise of the wise Mirzas turned into another stronghold of a bloody war

Legends have survived to this day that cynics have something to do with the origin of the Air Garden. This gives scientists reason to believe that the Mirz Air Garden is a sacred land.

Unlike the islands, which float thanks to the energy of the facies contained in the soil, the Air Garden is held in place by some unknown ancient magic. To prepare for those times when the reserves of facion run out, scientists, alchemists and magicians are struggling to unravel the secret of the energy of the Air Garden, but so far they cannot even slightly lift the veil of this mystery.

Mirz Air Garden- open dungeon.

The beautiful bright background and mysterious structures of the Air Garden will give you a completely different experience than what you have ever experienced in regular dungeons.

Entrance to the dungeon:

If you use a scroll of movement: Forest of Ungor - Altar of Ascension

In order to be allowed into the dungeon, the following conditions exist:

    go there only in one group

    All group members must be above lvl 51 (for all available difficulty modes).

    The entrance to the dungeon has no waiting time, and you can enter it several times a day.

To enter the dungeon you need to have ceras (sold by NPC Darden):

  • Low quality Ceras (normal mode) - 33,000 coins (excluding tax);
  • Medium quality Ceras (hard mode) - 60,000 coins (excluding tax);
  • High quality Ceras (elite mode) – 120,000 coins (excluding tax).

Time allowed for clearing the dungeon, carriage and small cart:

    Normal mode - 3 hours;

    Hard mode - 3 hours and 30 minutes;

  • Elite mode - 4 hours.


Dungeon map and mob descriptions

First area:

Here you will face Mirz Garden Gladiators, as well as Mirz Garden Assassins (who use ranged attacks). In the second half of this area you can also find the Mirz Garden Guards. This area is full of mobs, and you must be extremely careful with the Air Garden Assassins, who can paralyze you with the Virulent Arrow skill.

Second area:

This area consists of a long chain of rooms, eight in total. Each room contains Mutant Lukars (melee plants), Hamiz of Curses, and Lazaps of Fury (melee demons). The last rooms are inhabited by the Khamiz of the Scream. In these rooms, the mobs are located very close to each other, so you need to be careful and lure (kite - lure one / several mobs at a time). Lazaps also have a Stunning attack - a warrior skill that stuns your character.

Third area:

The third area is a very long corridor with several mobs. There you will meet Air Gardeners, Spiked Bows, and Freezing Flames. Beware of Spiked Bowmen, who can cast Tree Spikes on you. This skill is dangerous because it can slow you down, and Freezing Flames throw freeze.

Fourth area:

The fourth area is a medium-sized room populated by Air Garden Knights, Air Garden Spearmen, and Air Garden Snipers (who have ranged attacks). You will also find Wither Flames. In this area, mobs are usually gathered in groups in groups (social mobs), so it may turn out that you will be forced to handle two or three mobs at once. Flammies move around the room, so try to aggro them one at a time. Air Garden snipers can attack you with the Virulent Arrow skill, which paralyzes the player for several seconds. In addition, the Spearmen of the Air Garden and the Knight of the Air Garden hit with weak AoE attacks. Two bosses will be waiting for you in this room: Ahorn and Garine. Both cast the skill Storm Blade, which can hang fat on players and stun them.

Fifth area:

It is a short room reminiscent of a swamp. This area is inhabited by Bogatyrsky Buba and Gnoyny Buto. The Festering Butoh casts the skill Poison Sac (Poisonous Glands), which slows down the player. Butoh also uses not very strong AOEs that attack with gas, which inflict poison on players. Bubs also use AOEs, so be careful. At the end, a boss named Inyahan awaits you. This boss casts the skill Butoh-Butoh, a debuff that causes AOE paralysis. He also buffs himself with Toxic Fluids, a buff that increases his defense, and when his HP is low, he can use the Sleeping Sac skill.

Sixth area:

This area is filled with Thicket Trivions, Venom Arrows, and Tatana Sadah Mirz. Thicket Trivions can cast Sticky Sap on you, this is a slowing debuff; and Poison Archers cast Poison Needle, which inflicts paralysis. The Tatans of Mirz Garden also cast Poison Needle, as well as the skill Poison Pus, a very strong AoE.

Seventh area:

The next area is also another corridor, this time it is again inhabited by Thicket Trivions and Titans. The titans are basically the same boobs, which cast even stronger AOEs, and can also stun you with the Powerful Hammer Chop attack. In addition, you can also meet the already familiar Venom Arrow Archers and Tatana Sad Mirz

Eighth area:

This area is relatively small, and you'll encounter Dark Shredders, Dark Hunters, and Annihilation Gaffs. Dark hunters cast the skid Steel Whip Tail, which can stun you, as well as the skill Darkness Breath (Breath of Darkness) - an AoE that reduces accuracy and imposes a slowdown. When a hunter's HP reaches zero, they can use Steel Roar, a buff that makes them stronger. Destruction gaffs can use the Touch of Demolition skill, which slows down your character, as well as the Light of skill. Demolition (Light of Destruction) - AoE that adds fat. You can collect a lot of Glambecks in this area.

Ninth area:

Here you can find several Electric Flams, Steel Archers, and Air Garden Managers. Flamms can cast Lightning Touch, and Iron Needle Minions can cast Steel Thorn, which inflicts a slow and reduces healing. The managers of the Air Garden use weak AoE weapons.

Tenth area:

Here you will again encounter the Thicket Trivions and Venom Arrows. In addition, there are Bloody Witches in the area who can cast the Thorn Strike skill, which reduces the level of healing. When their HP reaches zero, they can cast the skill Blood Curtain, which increases their damage. Blood Curtain also heals them if they take damage.

Eleventh area:

This is a medium sized area with a tree in the middle. Here you can encounter two Gaffs of Annihilation, as well as Blood Crumbs and Blood Hunters. Bloody Crumbs and Bloody Hunters can cast Steel Spine Tail and Spine Tail, which reduce the level of healing, as well as the skill Blood Red Breath, which reduces your physical def. In this area you will also be able to collect Glambeks.

Twelfth Region:

This is a very large area inhabited by Trivions Lapiko (ranged attack), which can cast Acid Sap (Acid Glands), reducing your physical def. There are also Healing Hamiz (ranged attack) here, which can slow you down by casting Raise Thorn, and can also heal themselves. There are also Hamiz Hypnosis, which can put sleep on your character, the skill itself is called Hypnotic of Forest (Forest Hypnosis), as well as the skill Thorn Awn, which reduces the effectiveness of treatment. Towards the end of this area you will see orange thick stems. This is where Lapiko Tatans appear. Be careful, as they may take you by surprise. Eventually, you'll see two Hamiz of Healing and a boss, the Forest Goddess Lapiko. Lapico casts Deadly Poison Thorn, which can temporarily turn your character into stone. In addition, the Goddess can cast Thorn Awl, which reduces the effectiveness of treatment. She can also use Seed of Forest, which deals huge damage after a certain time, and the Hatching skill, which can paralyze you.

Thirteenth area:

The next area is inhabited by Cursed Shiraz, which are demonic knights. They can cast AOEs that are not very strong in terms of damage on you and cast Fear of Death on you, which will put fear on you. If you go west, you will come across an area inhabited by Dark Hunters and Blood Hunters. If you go northwest, you'll soon see a clearing filled with Explosion Lazaps and Cursed Shiraz. Explosion Lazaps are basically similar to Fury Lazaps, they can stun you and also have some pretty powerful melee AoE. In this room you will also find Sahrar Ungor, who casts Powerful Storm Blade, which inflicts stun and lard. He also casts Fear of Death. After Sahrar Ungor dies, two mini-bosses appear - the Guardian Souls of Ungor. They resemble more powerful versions of Obliteration Gaffs.

Last area, Colosseum:

The main entrance to this area is guarded by two Cursed Shiraz. There are several groups of Infernowing Vespers walking around outside, who can cast Super Sonic, a debuff that hangs fat. Inside the arena you will find several Vengeance Gaffs. These Gaffs can cast Armor of Demolition on themselves, a buff that reflects your damage. You will also find two Cursed Shiraz next to the Seridan Statue. In the center of the area you will encounter Gorr, a giant plant monster. He can cast Raise Thorn on you, which causes paralysis. Before killing him, make sure all members of your group have free slots in their inventory. Gorr will drop the Heart of Gorr, which you will need to summon Seridann. After Gorr dies, go to the northeast of the arena and find Seridann's Totem. Use the Heart of Gorr on the Totem to awaken Seridann from her sleep. Seridann is a "mixed type boss" that has a lot of AoEs. She has a huge number of all sorts of skills that ruin your life, such as Spirit Absorb and Pain Reverse. Return Pain is a buff that reflects damage to the boss and also heals her when she takes damage. Seridann can also inflict Wound of Ground, which reduces your physical damage. She also casts Touch of Heaven's Judgment, which puts lard on you. In addition, the boss can stun you with the Heaven’s Judgment skill when the boss’s HP becomes low. Along with this, Seridann can also inflict fear, in general, get ready for a very difficult battle!

Additional information:

After death, Seridann drops Seridann's Essence:

  • normal difficulty level - Blue essence of Seridanna;
  • difficult level of difficulty - Green essence of Seridanna;
  • elite level of difficulty - Red essence of Seridanna;
  • unique recipes for red sets lvl 60 (elite difficulty level);
  • blue 56 lvl.

*Please note: The drop mentioned above is not 100% at all difficulty levels.*

Seridan's essences can be transferred and traded; when opened, the essences yield many Magic Crystals. Magic Crystals are used to enchant armor at a normal level, to enchant a bizhi at a complex level, and to enchant weapons at an elite level.

In Mirz's Air Garden, on normal and hard difficulty levels you can get rank C hira and kaise, and on elite difficulty level you can get B rank hira and kaize there.

The material has been translated. Original - http://goo.gl/G3vrQ

Quests related to the Mirz Air Garden:

1) Golden flower.

Taken from Ursula Park, NPC: Yvonne Trinka. Task: collect golden flowers growing in the Air Garden. DIFFICULT LEVEL. Reward: 69k experience, 20k gold.

2) God Mirz.

Take the Altar of Ascension from the respawn. NPC: Envoy Solern. Objective: Defeat Seridann to get Seridann's tear. REGULAR LEVEL. Reward: quest peppers lvl 56, 80k experience, 20k gold.

3) Vegal Totem.

Take the Altar of Ascension from the respawn. NPC: Envoy Solern. Quest: Use the Vegal Totem when you get the fragment of the Vegal Totem, and the trivion juice from the trivions. DIFFICULT LEVEL. Reward: 75k experience, 22k gold.

4) Hunter in the Dark

Taken in Regenshain. NPC: Alan Sinclair. Objective: Defeat 9 dark hunters. REGULAR LEVEL. Reward: 62k experience, 18k gold.

5) Walled-up cynic.

Take the Altar of Ascension from the respawn. NPC: Envoy Solern. Mission: defeat Seridan. DIFFICULT LEVEL. Reward: quest fluff lvl 56, 100k experience, 40k gold.

6) Frost-resistant plants.

Take the Altar of Ascension from the respawn. NPC: Luis Mendez. Quest: Destroy the Venomspore Lucars to collect 6 Lucar Seeds. REGULAR LEVEL. Reward: quest shield lvl 56, hira S, 2 kaise S, 62k experience, 18k gold.

7) Materials for the saddle.

Take the Altar of Ascension from the respawn. NPC: Luis Mendez. Quest: Defeat Dark Hunters and Blood Hunters and collect 10 Hunter Fangs. DIFFICULT LEVEL. Reward: 72k experience, 21k gold.

8) Destroy the lazaps.

Taken in Regenshain. NPC: Helmut von Schröder. Objective: Kill 20 Warrior Lazaps and Stormtrooper Lazaps at the Sigma Transit Base and 20 Yarochti Lazaps and Explosion Lazaps at the Mirz Air Garden. DIFFICULT LEVEL. Reward: 75k experience, 24k gold.

9) Lion mushroom.

Taken in Regenshain. NPC: Arnold Grissom. Quest: Defeat the Gladiators, Assassins and Guardsmen in Mirz's Air Garden to obtain Mushroom Pouches, then collect 5 Lion Mushrooms. DIFFICULT LEVEL. Reward: 67k otya, 20k gold.

10) Materials for hira.

Taken in Regenshain. NPC: Arnold Grissom. Quest: Destroy Spiked, Steelshot, and Venomshot Bowmen to obtain Blood Quartz, Iron Quartz, and Loess Quartz. DIFFICULT LEVEL. Reward: Hira V, 72k experience, 21k gold.

11) Devil's equipment.

Taken in Regenshain. NPC: Dean Kepler. Quest: Defeat the damned Shiraz and get 4 Shiraz swords, and also defeat the Gaffs of Vengeance and get 4 Gaff armor. REGULAR LEVEL. Reward: 62k experience, 18k gold.

12) Wild glambeck.

Taken in Regenshain. NPC: Helen Staedler. Task: collect 10 bunches of glambeck. what grows in the Mirz Air Garden. REGULAR LEVEL. Reward: 65k experience, 20k gold.

13) Biamgra.

Taken in Amarkand. NPC: Lutz Schumacher. Quest: Hunt Nagefs of Destruction and Geffs of Vengeance in Mirz's Air Garden to collect 6 pieces of Biamgra Powder. Then talk to Lutz Schumacher in the Yellow Earth magic circle. DIFFICULT LEVEL. Reward: 72k experience, 21k gold

14) Materials for the saddle.

NPC: Luis Mendez. Quest: Defeat the Dark Hunters and Blood Hunters in the Air Garden of Mirz and collect 10 Hunter Fangs. Then talk to Luis Mendez at the Altar of Ascension. DIFFICULT LEVEL. Reward: 72k experience, 21k gold

15) For peace in the forest.

NPC: Rachel Ashley. Objective: Defeat Lapiko and Sahrar Ungor in Mirz's Air Garden. Then talk to Rachel Ashley at the Sigma post. DIFFICULT LEVEL. Reward: 85k experience, 30k gold

16)Giant butoh.

NPC: Cesar. Quest: Defeat 7 heroic diamonds in the Mirz Air Garden and get Inyahan's tear from the giant Inyahan butoh. Then talk to Cesar at Sentinel Hill in the Sadua Lake area. DIFFICULT LEVEL. Reward: 75k experience, 22k gold

17)Totem of order.

NPC: Kido. Task: In the Airy Garden of the Mirz, take away Garine's necklace from Garine, and take away Ahorn's necklace from Ahorn. Hang them on the order totem at the Sigma transshipment base. Defeat the summoned monster. Reward: 75k experience, 24k gold

Tactics for fighting bosses, mini-bosses and individual mobs

The following strategies and tactics have been empirically established for successfully killing various types of bosses, mini-bosses and mobs in the dungeon.

1) Lapiko, goddess of the forest.

Lapico needs to be beaten in the following way: first, the paladin and the party aggro all the Tataars who are on the way down to the boss, killing them. Next, the paladin will aggro the boss himself. Very often it turns out that the boss gets aggravated together with the mob - Hamiz of Healing. In this case, first the mob is killed quickly, then everyone starts hitting the boss. The boss must be brought from below to the top of the lift so that at the right moment the boss can hide around the corner. First, the paladin hits the boss for 10 seconds, then the boss is hit by everyone up to 50% HP, then the healer throws immunity (Burden of Splendor) on the paladin, at this moment the paladin casts wards if they fall down. Everyone runs away faster from the paladin and the boss while the paladin is under immunity. You need to run around the corner so that the boss’s skill doesn’t hit you. The boss, in turn, casts a skill that can hit one of the party members very painfully or even one-shot him. If a lot of damage was dealt to a party member, the party member moves back to the healer. The boss also shoots pillboxes (skills that reduce your HP to 1, but do not kill you). In this case, you also need to run away from the boss to the hill.

2) Shiraz.

Shiraz are scary because they can swanshot one member of the group. The Shiraz have a skill that acts similarly to the skill of a hill - it removes the Nth number of buffs from members of your group and deals quite a lot of damage for each successfully removed buff. Therefore, the one who has the most buffs, accordingly, receives more splashes, or may even be swanshot. On Shiraz, remove all buffs except the legion buff and perfect buffs. Also, a little advice - let the paladin aggro Shiraz so that the sagren Shiraz is as far away from the non-sagren one as possible. Otherwise, there is a chance that one of the melee soldiers will be sent in fear to the second Shiraz, and both Shiraz will most likely kill your pack.

3) Explosion Lazaps.

Explosion Lazaps can also one-shot you. To prevent this from happening, watch the animation of this mini-boss. As soon as he raises his shield and gets into a stance, it means he casts the “RSD”, you need to immediately run somewhere around the corner so as not to catch it. It's easiest for a warrior on these mini-bosses - all the blocks roll back just at the right moments.

4) Gorr.

Also a nasty boss. He also has DoTs that can take you down quickly. They beat him by analogy with El Cain's Trainees at the top of Eva (although at lvl 60 they can already be beaten in any way) - the party is grouped near the boss, lined up in such a way that the entire pack stands between the paladin, who is at the boss, and the warrior, who stands behind everyone and catches splashes under the blocks. This is the best tactic. Although quite often it happens randomly, and then the healer needs to heal the dots in time.

5) Seridann.

Seridann is a very difficult boss. Difficult in that it takes a very long and tedious time to beat him. The tactics are the following. The one with the totem calls Seridanna. The paladin aggravates him and brings him to the place where the first bunch of bats was (to the right of the entrance to the Colosseum). Then everyone stands along the wall that makes up the Colosseum. no one beats the boss except the paladin and the mage. Moreover, the magician must also stand near the wall and hit at the maximum possible distance. When Seridan has a buff - a red circle (reflector + wild regen) - no one hits the boss and everyone waits for this buff to disappear. Then again the magician and fell knock on the boss. At the right moment, the healer throws immunity at the fella, who, under the immunity, recasts wards and continues to beat the boss together with the magician. When the boss has 50% HP left, don't hit anyone except the paladin at all. Otherwise, the boss will start to lose his temper and attack everyone - this is an automatic failure. At 25% HP, the immune system again rushes at the paladin, thus achieving the boss.

It should be taken into account that if you didn’t manage to kill the boss the first time, then most likely you won’t succeed - he will break down and kill everyone every time.