Welcome to the Harrowhold! Defeat Vergos, the Dragonsire, in Tera’s first 30-man raid, coming in the Fang and Feather update!
Level Requirement: 65
Format: 30-man raid
Introduction
This guide is created in order to ease the everyday player into the new 30-man raid dungeon. In this guide, I will simply go over all of the crucial and major mechanics, and will give slight tips on making it through easier. This guide will be split into 4 different parts, 1 for each phase of the dungeon. After clearing one phase of the dungeon, you will be able to claim the rewards and move on to the next, if you decide to keep going. Enjoy!
Basic Knowledge
Orange/Yellow AOE Indicators can be iframed. The attack will come as the indicator will hit the edge.
Red AOE Indicators cannot be iframed. The attack will come as the indicator will hit the edge.
Phase System
There are 4 phases of the Harrowhold, each offering its own rewards upon completion. Each one can only be completed once a week. Players will retain progress over the course of the week, and the dungeon progress resets every week on Tuesday (NA) or Thursday (EU). For example, if a player has completed Phase 2 on Saturday, they may either continue onto Phase 3 or wait until Sunday to continue.
The phase entered will depend on the raid leader’s progress. If the raid leader has completed a phase, then all raid members will progress onto the next phase, regardless of their progress. Players who have not completed the previous phases will skip ahead and not receive any loot from the skipped phases. Players who have already completed the phases will not be able to enter.
Completing each phase of the Harrowhold will reward players with a high amount of Gold, Battle Packs containing Enchanting materials and chests, Vergos’s Chests possibly containing Ambush gear, +12 and +15 Enchantment Scrolls, Smart Dyad Niveot Structures, Vergos’s Body Parts required in order to convert Ambush to Behemoth gear, Vergos’s Head for the Marrow Brooch, Behemoth Essences, Behemoth Belt, Superior Etching Boxes providing Etching IVs, Dyad Niveot Structures, and Goddess’s Tears. Additional details may be found in the “Rewards and Loot” tab.
In this phase, you will be fighting 4 dragon BAMs that you are most likely already familiar with from other instances/zones of TERA. Their attack patterns are identical to that of their previous iterations from other instances, with a few mechanics added on.






Failure to do so will cover the BAM in a 300-Hit Shield with 90% damage reduction for its duration. Notice I say Hits, not HP. It requires 300 hits to break the shield, regardless of damage, so it is advised for everyone to use multi-hit skills to break the shield rather than try to deal maximum DPS.




The only way to destroy these totems are by Umbradrax’s Evil Fire.








This phase is split into two parts. For the first, you will be fighting Vergos until he reaches 70%. After the successfully breaking the final Destruction Phase, you will advance into the second part, where your raid will attack Vergos as he is circling around in the air with ballistas.

Dragon’s Eye: Attacking Vergos while having aggro will generate a debuff that can stack up to 5 times. At 5 stacks, Vergos will create a massive one-shot AOE that is more or less a wipe. You generate a stack every 20 seconds while holding aggro. The debuff itself does not do anything. Thus it is critical to have your tanks rotate aggro amongst each other so that none will reach 5 stacks. The debuff will disappear after 3 minutes of not gaining a stack.





Smash: Smashes the ground in front of him with one of his front-legs (can be either left or right)




Back Slam: Slams the ground with both of his hind legs.


Shockwave: Swipes in an arc with one of his front-legs to his hind leg, also whipping his tail to the opposite side.









Destruction: Vergos will undergo a shield phase at 90%, 80%, and 70%. The shields will only cover 2 parts of Vergos, between its Head and 4 Legs. Failure to break both of the shields in time will wipe the entire raid.




This part will test your driving skills, as well as aim.
After the last shield phase has been passed, Vergos will fly up into the air and begin to circle around. Your raid must be positioned near the edge of the map where ballistas are stationed. Vergos will be at 100% HP and the phase will end when he reaches 40% HP.
Destructive Breath: Once your raid DPSs Vergos down to 40%, phase 2 is cleared. Failure to reach 40% by the time the meter hits 100, the entire raid will wipe.





Fire Waves: Fire walls will stand stationary at the edges of the map. After a brief delay, the walls will begin to move across the map in a linear fashion. It is easy to tell which direction the walls are going to go, but there will be multiple walls on multiple sides of the map criss crossing each other. If you are riding a siege, make sure to dodge the walls first then continue to shoot at Vergos circling around in the air.



Boiling Anger: 10 minutes after 90%. Boss gains massive amounts of Power and Endurance.
Dragon’s Eye: In this phase, the aggro-debuff mechanic works similar to Phase 2, except you acquire a stack for every 15 seconds of holding aggro. Stacks will be acquired in between mechanics, not during them, so acquiring stacks may take longer than 15 seconds.

Smash (Left or Right): Brings one leg up in the air to do a smash after a brief delay.


Smash (Double Hand): Brings his whole body up in the air to smash down on both legs after a brief delay




Volcanoes: Identical to Phase 1’s Ignidrax’s Volcano Meteor mechanic, up to 2 people from each side will spawn a Volcano under them. This mechanic does not have the preceding meteor as did in Phase 1. This mechanic will follow soon after both Vergos’s legs are engulfed in flames. Like before, if somebody stays inside the Volcanic Sludge, the AOE will expand and cover up more space.


Lava Wave: Much like back in Rift’s Edge (Hard), how the raid had to hide behind the tank for Koleogg’s Lightning Charge AOE, Vergos will wind up to release a continuous wave of lava that covers the entire map and the tanks will have to hold block in position until the wave has ended. Tanks will have an arrow above them to show their location to nearby raid members.



Players with Dust should move to the left leg while players with Flame should move to the right. If anybody is nearby anybody with a different debuff than themselves, they will both explode, dealing heavy wide AOE damage. Your raid should decide on a path for players to move if their debuff gets swapped: clockwise or counter-clockwise.
Hand Switcheroo: Past 60%, both the dragon’s hands will be engulfed in their new colored flames. Its order may be the same as before, or can be swapped around. You will be able to tell by looking at its hands. This will happen repeatedly for the rest of the fight.




Boiling Anger: 10 minutes after 90%, Vergos gains massive Attack Speed, Power, and Endurance. After 50%, Vergos gains a 15% Attack Speed buff until the end of the fight.
Basic Attacks: Exactly the same as Phase 2’s Vergos. Refer to that section.
Dragon’s Eye: Same debuff idea as previous two phases. The timer on debuff stacks are random and mostly dependent on if Vergos is doing a mechanic or not. Stacks will not be acquired during a mechanic, but in between them.


Volcanoes/”Hakans”: Same idea as before, Vergos’s legs become engulfed in flames and will spawn up to 3 Volcanoes under randomly targeted players on each body part.


Petrification/Meteors: A small meteor will start to enlarge above your head. Once it gets big enough, you will turn to stone and the meteor will strike down in a small AOE around you dealing moderate damage as well as leaving a bleeding debuff. The debuff can be cleansed. It is advised to spread apart before the meteor lands to not overlap any AOE, but quickly gather together to have a priest cleanse everybody in 1 cast. Impact cannot be dodged. If your raid leader predicts a Toroid Heat/Small Bomb or a Blistering Heat/Big Bomb directly afterwards, your healers should not cleanse but rather just heal.


Toroid Heat/Small Bomb: When the floor becomes filled with hints of lava, a small meteor will appear above the head of randomly targeted players in each section of the body. These meteors explode when cleansed or when their duration expires. When exploding, it hits in a huge Donut-AOE around the target, meaning it is safe right near the target and extremely far away, but not in between. Your party should group up before cleansing. If not cleansed, all players inside will die, and the explosion radius is larger.


Celestial Energy: This mechanic occurs up to twice in the fight, the first being at 90% immediately after the pushback. The second occcurance can also be skipped if DPS is fast enough. It is followed by a Destruction Phase (if boss is still above 50%) and a Rock Cage or a Pushback into a Debuff Mechanic (if boss is past 50%).
1 purple orb will spawn behind each location of the body (total 5), and gradually transition to the center of the map. Once destroyed, it will leave an AOE puddle that increases the damage of players inside by 50%. Failure to destroy an orb and it manages to reach the center, the orb will give a damage buff to Vergos.



Rock Cage: After the first Destruction, Vergos will do a massive jump and crash down causing a shockwave that will one-shot. Can be i-framed.



After the lava wave has ended, Vergos will come crashing down, breaking all of the remaining rocks. But will also come down with either a donut-aoe or an inner circle-aoe. It is advised to stand roughly where the rocks are and wait to see which AOE it is, then move accordingly. The AOE is not i-frameable.


Igneous Prison: Past 65%, Vergos will do a yellow indicator AOE under it with arrows. Anyone that is caught inside the AOE when it explodes will take moderate fixed damage and turn into a stone statue and receive Suffocating Heat, which kills them if they are trapped a second time. 1 member from each party should be inside the circle in order to get turned into stone. Vergos will fly up into the air and prepare to unleash waves of lava covering the entire map. Hide behind a stone to be safe from the lava. Every stone must be broken right after the lava stops. If not, will result in a wipe. If all stones are destroyed, Vergos will crash back down with an inner circle AOE. It is advised to damage the statues until they are at about 40% HP then wait for the lava wave to end before destroying the statues. Do not use hard hitting skills until the end.



Flame/Dust Debuff Mechanic: At 50%, Vergos will push everybody back to the edge of the map to show his rage, then immediately give everyone a Flame/Dust for preparation for the Debuff Mechanic. From 50% and onwards, Vergos will do this mechanic periodically (notified by “I will drown the world in blood!“. The idea is similar to Phase 3’s Red/Black Debuff Mechanic with Phase 2’s Double Smash Jump attack. Players will receive their designated color debuff as Vergos begins its Double Smash Jump (looking both ways). They have 10 seconds to position themselves to receive the opposite debuff AOE. The first smash will create an impact AOE for Black Debuff (Dust). The second smash will create an impact AOE for Red Debuff (Flame). You MUST get hit with the opposite AOE or else you will explode, dealing large (usually fatal) damage in an area around you. Each impact will deal moderate damage. Refer to Double Smash Jump guide in phase 2 to know which legs hit first. The Jump must also be i-framed. Every debuff mechanic except for the second is followed by a Destruction/Shield Phase.



Steps to Take for Debuff Mechanic:
1. Watch for your own Debuff
2. Watch Boss Head (Left→Right or Right→Left)
3. Where head turns first, that is where Black stomp is
4. Take the opposite color debuff to what you have.
(If you have Orange debuff, you take Black stomp . If you have Black debuff , you take Orange stomp.)
5. I-frame Jump
Blistering Heat/Big Bomb: Past 50%, this mechanic replaces the Toroid Heat mechanic. When this mechanic happens, 1 player from each part of the body will be given a big meteor above their head and a debuff. If there are no players on that body part, the Bomb will go towards a random player. Cleansing the debuff or letting it expire will cause it to explode, dealing heavy fixed damage (45% HP) to everyone in the raid. The goal is to cleanse all meteors before it expires. Leaving 1 meteor at the end to explode on its own is okay too.
Cleansing multiple people with meteors on their head will cause them to explode at the same time (cleansing 2 people will explode for 90% HP damage). It is advised for most raids to cleanse 1 at a time, but raids with experience and competent healers can cleanse 2 at a time (2 legs), then the head last to speed up the process.
Please be aware, this mechanic can immediately follow Living Fire/Meteor mechanic. Be careful when cleansing right after Living Fire/Meteor mechanic, as it might cleanse this mechanic.


Final Destruction: At 10%, Vergos lets out his final bit of rage and pushes everyone back. The final Destruction immediately follows this mechanic. This is the last mechanic left in the raid. Vergos will cover itself in TWO layers of shields. Parties in each position of the body must break the shield twice in order to complete this mechanic, otherwise the raid will wipe. If you successfully break all the shields, Vergos will no longer be able to fight and you can finish him off without any retaliation.









- Pumped – Increases Power by 12.
- Keen – Increases Crit Factor by 22.
- Energetic – Increases Attack Speed by 5% and decreases skill cooldown by 3%.
- Healing – Increases HP recovery by 420 and Attack Speed by 1.5%.
- Threatening – Increases aggro by 10% and Attack Speed by 1.5%.
- Grounded – Increases Endurance by 10.
- Unyielding – Increases Crit Resist Factor by 25.
- Relentless – Increases maximum HP by 6,200.




- 100x Tier 11 Feedstock
- 2x Spellbind XI
- 5x Lilith’s Treasure Chest
- 3x Lachelith’s Treasure Chest
- 6x Personal Extensive Alkahest
- 1x Prime Battle Solution
- 200x Noctenium Infusion
- 2x Caprin Horn
- 110x Tier 11 Feedstock
- 3x Spellbind XI
- 6x Lilith’s Treasure Chest
- 4x Lachelith’s Treasure Chest
- 6x Personal Rare Alkahest
- 1x Prime Battle Solution
- 300x Noctenium Infusion
- 2x Caprin Horn
- 125x Tier 11 Feedstock
- 5x Spellbind XI
- 7x Lilith’s Treasure Chest
- 5x Lachelith’s Treasure Chest
- 15x Personal Rare Alkahest
- 1x Prime Battle Solution
- 400x Noctenium Infusion
- 1x Superior Etching Box
- 150x Tier 11 Feedstock
- 7x Spellbind XI
- 8x Lilith’s Treasure Chest
- 7x Lachelith’s Treasure Chest
- 17x Personal Rare Alkahest
- 1x Prime Battle Solution
- 500x Noctenium Infusion
- 2x Superior Etching Box



- Ambush Smartbox
- Tier 11 Enchantment Scroll (+12)
- Tier 11 Enchantment Scroll (+15)
- Smart Dyad Niveot Structure
- 10x Goddess’s Tear
- 2-3x Superior Etching Box
- Ambush Smartbox
- Tier 11 Enchantment Scroll (+12)
- Tier 11 Enchantment Scroll (+15)
- Smart Dyad Niveot Structure
- 12x Goddess’s Tear
- 3-5x Superior Etching Box
- Vergos’s Scale
- Vergos’s Fang
- Ambush Smartbox
- Tier 11 Enchantment Scroll (+12)
- Tier 11 Enchantment Scroll (+15)
- Smart Dyad Niveot Structure
- 15x Goddess’s Tear
- 5-7x Superior Etching Box
- Vergos’s Scale Box (tradeable)
- Vergos’s Fang Box (tradeable)
- Gold
- Behemoth Essence
- Vergos’s Bone (Footwear)
- Vergos’s Horn (Handwear)
- Behemoth Belt
- Ambush Designs
- Superior Etching Box
- Dyad Niveot Structure
- Goddess’s Tear
- Battle Pack II
- Vergos’s Copper Chest
- 3x Dragon Scale
- Gold
- Behemoth Essence
- Vergos’s Bone (Footwear)
- Vergos’s Horn (Handwear)
- Behemoth Belt
- Ambush Designs
- Superior Etching Box
- Goddess’s Tear
- Battle Pack I
- 5x Dragon Scale
- Gold
- Behemoth Essence
- Vergos’s Scale (Body Armor)
- Vergos’s Fang (Weapon)
- Ambush Designs
- Dyad Niveot Structure
- Goddess’s Tear
- Battle Pack III
- Vergos’s Silver Chest
- 10x Dragon Scale
- Gold
- Behemoth Essence
- Vergos’s Scale (Body Armor)
- Vergos’s Fang (Weapon)
- Vergos’s Head (Marrow Brooch)
- Dyad Niveot Structure
- Goddess’s Tear
- Goddess’s Gemstone
- Battle Pack IV
- Vergos’s Gold Chest
- 15x Dragon Scale
Credits to 허브올리브 (herbolive) for help in finalizing mechanic percentages. Twitch – junang1
Credits to Gameforge (Tera EU) for providing images and details on rewards.
hi what gear requirement can be able to join in this instance
There is no strict gear requirement, per se, but you can assume that for most players, you need +15 Ambush gear or better. The absolute minimum for DPS classes will be perfectly rolled and etched +12 Guile, which is only acceptable on the archer class.
After spending a bit more time in p3 than expected there are a few things which could be added.
The debuffs go out after 89%, not 80%. In case you die at 89% and res you will already receive a debuff even if the boss hasn’t started the debuff mechanic yet. You’ll have 10 seconds to move to the right side. The first time he does the debuff mechanic should be right after the Hakan at 87%. I’m not sure where Busan got the 80% from, must have been incredible dps.
In case of very low dps there might be a shield at roughly 75% as well. If you encounter that one it might as well be a wipe honestly since you won’t have the raid dps to clear before enrage. It’s very easy to skip this one and you’ll know you successfully skipped it if you destroy the 2nd orb at roughly 75%(with very good dps you won’t even see the 2nd orb).
The switcharoo mechanic at 59% is never a switch. It will always be Black left, Red right(looking from your own perspective, not the one from the boss). Every double orb is scripted and follows the same pattern. First double orbs spawn after the switcharoo mechanic(even the first one which is not a switch). The 2nd double orbs will spawn after the FIRST debuff AFTER the switcharoo mechanic. Basically it should go something like this. 58% -> switcharoo mechanic(once again, first switcharoo mechanic is never a switch, colors will be same) -> DOUBLE ORBS -> Elemental Waves from both sides+filler attacks -> debuff -> DOUBLE ORBS -> filler+hakan -> 50% shield phase. This will repeat at the next switcharoo with fillers being the only different attacks.
Hi, the reward of phase 1 and phase 2 might be reversed?
I believe that Phase 1 and 2’s loots were swapped in KTERA because Phase 1 was harder for most people than Phase 2.
It must be nice to take someone else guide and copy paste it word for word and not give them credit.
Essential Mana is a community-powered site. The author Busan contacted us to publish his guide on this site. Please see the credit section at the bottom to see full credits and author credit.
Great guide, quick question about tank stacks, does that mean that tanks can swap before the stack is applied in order to never have any? or would the user of 3 tanks be necessary and have 3/4 stacks on each?
I believe it just means that someone will get a stack every X seconds. The timer doesn’t begin when someone gains aggro. The use of multiple tanks would be necessary.