Area 3 contains a single bosses to fight. This page will overgo strategies to fight it. Feel free to replace a guidebook with Avarice’s Guidebook Boosts Bounty Hunter lvl and EXP. or bring Bounty Hunter III Inflict 3 stacks of Bounty on a foe. on MC in any of the below setups for increased drop rates.
Arcarum Pages
The World
The World is the boss of Zone Mundus. In order to fight The World, one needs to uncap an Evoker to 5*.
- Wiki Link
- Standard HP: 360,000,000
- World+ HP: 540,000,000
With the release of the World Raid, there isn’t much reason to do the solo fight anymore except for pure FA play. The Raid provides the same mats and it is much easier and faster to farm them even if you can’t reliably hit blue chest.
When joining the battle, it will immediately ready Projected World. This omen lasts either for 2 turns or until 25M damage is dealt. While it is up, it will gain an unremovable stackable ATK and DEF up. Because of this, you will want to deal 25M damage first turn instead of waiting the buff out.
During the first phase of the raid, there are two omens. Celestial Sphere deals 300% random element damage to all allies and inflicts strong armed and blinded. This needs 8 skills to cancel which is impossible in FA. The Ultimate Answer deals 42 hit random element damage to random allies aand inflicts DA and TA down. This can be cancelled with 42 hits. This can either be easy or difficult depending on characters. In general the best way to deal with these omens is to push to Phase 2 as soon as possible.
At 75%, the World clears all debuffs and moves into Phase 2.
From here there are two normal Omens. Mebicomet deals 20 hit random element damage to random allies and inflicts skill and CA sealed on all allies. The cancel here is 20M damage which is easy for teams with consistent damage. The other is Starry Nova which deals random element damage to all allies and then gains 3 turns of TA up and Supp Damage. The cancel here is 6 debuffs which may or may not be doable depending on the element having characters with debuffs on auto attacks.
There are two HP triggers. At 50% is another special attack called Terminal Crisis. This deals plain damage to all allies worth 70% of their current HP, as well as removing all buffs, and 200% bar from everyone. The cancel on this is 1M plain damage. This is pretty difficult to cancel without consistently timing anything. This mostly makes having a large HP valuable so that you’ll be able to withstand attacks after it. Then at 25%, it removes all debuffs on itself again and readies Starry Nova.
Like the other bosses, the world has an upgraded version after the first clear. Beyond the HP increase, it adds more triggers. 75% readies The Ultimate Answer along with the debuff clear. Terminal Crisis is cast at both 50% and 20%. Mebicomet is cast at 35%. Starry Nova is cast at 10%. At 25%, the debuff removal still occurs.
Fire
Character Options
Below is a general list of FA characters. Swap characters depending on what you have available and if you need more damage or defense.
Stronger characters are listed higher.
Manadiver
Manadiver is an excellent FA class with both lots of skill damage from MC great for dealing with skill damage triggers as well as teamwide echoes further boosting the rest of the team. It works even better in fire thanks to being able to main hand Exo Maitrah Karuna.
Water
Character Options
Below is a general list of FA characters. Swap characters depending on what you have available and if you need more damage or defense.
Stronger characters are listed higher.
Kengo
Water has access to a lot of strong CA focused weapons especially at rank 200. A CA focused class like Kengo is great to take advantage of it. CA focused comps are generally slow, but deal consistent high damage and have access to strong CA effects like from Vajra or Anne.
Manadiver
Manadiver is an excellent class to make use of the of the Chain of Falsehood’s double strike on CA effect. After the initial 3 turn cooldown of Overtrance Gain Overtrance (6T) and C.A. Instant Standby. (Can’t recast.) , it provides 6 turns of Falsehood CAs via MC allowing for a group of attackers to quickly tear through the boss.
Reference Video
Hraesvelgr
Earth
Character Options
Below is a general list of FA characters. Swap characters depending on what you have available and if you need more damage or defense.
Kengo
Earth’s strong CA characters including the suptixable Satyr and farmable Eahta make Kengo a very strong and safe class to FA about anything. The main downside to it is that it is much slower than other methods.
Glorybringer
The 150 GM Hrunting grants permanent double strike to MC turning the MC into a damage powerhouse. The Glorybringer awaken skill with it also provides turn wide assasin.
Wind
Character Options
Below is a general list of FA characters. Swap characters depending on what you have available and if you need more damage or defense.
Stronger characters are listed higher.
Manadiver
Manadiver is an excellent FA class with both lots of skill damage from MC great for dealing with skill damage triggers as well as teamwide echoes further boosting the rest of the team.
Reference Video
Light
Character Options
Below is a general list of FA characters. Swap characters depending on what you have available and if you need more damage or defense.
Stronger characters are listed higher.
Manadiver
Manadiver is an excellent FA class with both lots of skill damage from MC great for dealing with skill damage triggers as well as teamwide echoes further boosting the rest of the team.
Reference Video
Dark
Character Options
Below is a general list of FA characters. Swap characters depending on what you have available and if you need more damage or defense.
Stronger characters are listed higher.
Manadiver
Manadiver is an excellent FA class with both lots of skill damage from MC great for dealing with skill damage triggers as well as teamwide echoes further boosting the rest of the team.
Notes
- Press Fediel’s skill 3 The Black’s Encroachment
The Field Effect|field is engulfed in the Malice of Despair.
(Can’t recast.) turn 1.
Eresh
The 150 GM weapon Ereshkigal not only maxes auto cap and amp, but it provides 3 turns of teamwide double strike via its CA. With Viking, this can be extended another two turns with Jomsborg
Extend the duration of all allies’ buffs by 1 turn. (Excludes 1-turn buffs.)
All allies gain two random buffs.
and Splitting Spirit
Convert caster’s HP to charge bar (3% charge bar for every 250 HP consumed, up to 100% charge bar).
(Consumes up to 50% of current HP.)
] for extended sustained damage.
Reference Video