KR · Season 2
Dungeons & Party Comps
Endgame content overview (KR Season 2): party sizes, cadence, and comp guidance.
Endgame content
Abyss
The weekly core source of gear and runes; enter with 1–4 players.
8-man Raid
Resets Monday 06:00; KR rotation: Glas Ghaibhleann → Tabhartas → Cabrakan (S2).
4-man Raid
Small-squad weekly hunt.
Abyss Hole
Timed spawn in hunting zones (~15 min); drops rune fragments, emblem runes, Mystic Dice Keys.
Field Boss
Weekly kill-count rewards + last-hit title attempts.
Black Hole
The core daily material dungeon.
Ominous Summoning Ward
Field subjugation event appearing hourly on the hour (~10 min window).
Gold Dungeon
Gold-farming dungeon open Mon/Thu/Sun.
Party composition guide
- 8-man raids: balance tank/heal/DPS — the healer is the most important slot; bring a Priest (burst heal + damage) for hard modes.
- 4-man Abyss: typically 3 DPS + 1 Priest; since Sep 2025 you can enter with fewer than 4, even solo.
- Bard-line ults (party invuln + 30% damage + cooldown reduction) make supports far more valuable in raids.
- Parties of 4+ trigger 2 party effects, once each per battle.
Gold & skill progression
- Skill levels: no use-based training — they come from gear 'skill enhance' options, rerolled at the blacksmith (2,500g/try rare, 5,000 elite, 10,000 epic). Community target: all skills +1 and your 3 core skills +2 per piece (~200–400k gold each).
- Enchant priority: Crit > Smash > Combo > Bonus Hit > Skill Power; skip HP/evasion/damage-reduction/defense lines.
- Gold sources: part-time jobs (~1,900g each), daily Black Holes, Summoning Wards, barter runs, gold dungeon (Mon/Thu/Sun).
- Summoning Wards: hourly on the hour from 06:00 (~10 min window); loot charges are weekly, resetting Mon 06:00 — TW has not published the count.