Finally, Lost Ark players who have made it here have reached the end of the current Abyssal Dungeon content in the game. Oreha's Well is the only Tier 3 Abyssal Dungeon at the moment and its second level, Oreha Preveza, is thankfully pretty fun to repeat since players will be clearing it over and over again to help in their slow climb into the Item Level 1400s, and a lot of the Battle Pass missions should get unintentionally cleared while doing so, which is an extra bonus.

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While Aira's Oculus was a 1325 Item Level minimum, Oreha Prevaza is 1340, and th e Legendary Gear players can craft from the materials dropped from the bosses should prove useful until 1370. Lost Ark players can expect to fight two Bosses in this dungeon, the Angry Moguro Captain and Corrupted Albion. Now, without further ado, let's get into it.

First Section: Defeat The Flocking Moguro

Lost Ark - Elevator Ride That Starts Off Oreha Preveza Side by Side With Mob-Clearing Part

First up on the list of things Lost Ark players have to do to clear this Dungeon it's...a scenic elevator ride? Most will likely recognize this from the Main Story Quest version of this Dungeon from the Punika Storyline as the elevator lets players off into a large mob of Tecateca Blooms

This is a pretty standard mob-clearing section that can be compared to any other Abyssal Dungeon. Simply clear the mobs that spawn, as fast as possible, and make that giant leap to the checkpoint to load into the Angry Moguro Captain Boss fight.

Second Section: Angry Moguro Captain

Lost Ark - Running Away From Angry Moguro Captains Spin Attack In Oreha Preveza

The confrontation with the Angry Moguro Captain, while pretty simple mechanically, is one where players need to especially keep an eye out to get through it cleanly. For example, players who take a look under the Boss' HP Bar should notice right away that it starts with two Buffs. One is an attack buff that gives it 20 percent more attack until the first time it's Staggered (then the Buff disappears).

The other is a constant Buff that causes any player to get stunned after they've been hit by three of his attacks in quick succession. Other than that, the only other real "mechanics" players have to worry about are his Firey Arena, his Upgraded Spin Attack, and the Totems that get spawned from time to time.

Important Mechanic

Description

Firey Arena

The Moguro Captain fight can be basically broken down into two different "phases" or "states":

  1. The default State in which the Moguro Captain summons Totems from time to time and uses its full kit of attacks
  2. The Firey Arena phase where players must stay close to the Angry Moguro Captain and the Boss' moveset gets some slight changes.

To be more clear, there are times throughout the fight where the Moguro Captain literally turns the entire arena into a fiery inferno, with the only safe zone being this watery "bubble" around the boss that players can stand in. When this happens, players will take damage over time and accrue more and more Burn stacks the longer they stay in the fire. And, while this can be mitigated to an extent with Consumables like Panacea or Sacred Charms, it's much easier to just stick close to the Captain and dodge away when it uses some of its larger AoE attacks.

Upgraded Spin Attack

This Spin Attack is just a basic attack that the Moguro Captain can use. But, because it very commonly leads to a Wipe, it deserves some special attention. The Moguro Captain already has a default Spin Attack that is denoted by the red telegraph circle it puts on the ground directly beforehand. And, while this Spin Attack can do some serious damage, it's nothing compared to the Upgraded Version. In order for players to tell when this Upgraded Spin Attack is coming, they need to watch out for when the Moguro Captain "roars" to the sky, similar to Cicerra from the previous Dungeon level. After this roar, The Captain starts spinning, and by this point, players should already be in the Firey Arena getting as far away as possible. Once the spin is over, players are free to get back to the safe zone around the Captain and continue the fight. However, if any player got caught in the Spin and subsequently Stunned (thanks to the Captain's innate 3-Hit Buff), this Spin Attack gets an extra finisher Shockwave that almost covers the entire arena and does massive damage. So, to be blunt, if any player sees this Spin Attack coming, get as far away as possible until it's clear the attack is completely over, even if that means tanking a bunch of Burn Debuff stacks.

Totem Summons

Frequently throughout the fight with the Angry Moguro Captain, Totems are spawned that can be seen as red dots on the minimap. While these Totems aren't anything that can lead to the party being Wiped, they can buff the Moguro's damage or reduce the damage it takes depending on if they're Red or Black. Additionally, this Buff can stack up depending on how many of the Totems are spawned, but thankfully they do automatically disappear during the Firey Arena. For any player that chooses to destroy them, try and run to the rest of the team directly after destroying it. A few seconds after any Totem is broken, the person who got the last hit will be Imprisoned and must be hit by their teammates a number of times to break free. With this in mind, designate one player as the Totem destroyer or at the very least make sure one person isn't breaking Totems because if the whole team is Imprisoned, it's essentially a Wipe anyway.

Regular Attacks

Because most players are simply just worried about DPS'ing the Moguro Captain down in time before it has too many opportunities to use its Upgraded Spinning Attack, there's a large percentage of Lost Ark's player base that know nothing about most of Moguro Captain's moveset. To rectify this, let's go over all the attacks now:

Name

Description

Spin Attack

The basic variant of the Moguro Captain's Spin attack. Has a red telegraph on the ground with a pretty short range. High damage, but easy to avoid.

Chest-Pounding Counter

Most players don't even know that this mechanic/attack exists, and it's why they were suddenly killed with no warning. Basically, the Moguro Captain starts beating its chest like a Gorilla would for a few seconds. During this period, don't attack it. If the Captain receives enough damage while doing this, it'll counter-attack with a large AoE Axe Slam that does high damage.

Charge Attack

The Boss crouches down, bracing for a forward leap. It then does this short leap before quickly charging forward a long distance in a sort of "shoulder-bash". Has a large Counter window when it first starts this attack.

Geyser Overheads

Tends to use this attack while the Fiery Arena is in effect as it's harder to dodge. The Captain briefly lifts the Axe overhead before slamming it down on a random player, sending a line of water exploding forward, as well as causing two or so small circles close to the line of water to explode upward like a Geyser. Deals moderate damage and knock-up if a player is hit by any part of this attack. Can use it three times in quick succession or just once.

Moving Telegraph Axe-Attacks

Moguro Captain also tends to use this attack near the latter half of the fight while players are trapped in the bubble-shaped safe zone with it. The Captain holds its Axe overhead, winding up for a swing, and "shiny" telegraphs appear underneath that follow the players in their movement. Right before the attack goes off, these telegraphs "lock" in place, which is the window for players to dodge and actually escape the attack. Like the Geyser Overheads, can use this multiple times in quick succession.

Axe Throw & Charge

The Boss winds up that chucks its gigantic Axe forward into the ground before shoulder-bashing towards it to retrieve the weapon.

General Swipes & Overhead Slams

Moguro Captain has a variety of general horizontal and vertical Axe slashes, most of which have that same watery trail behind them.

Uppercut Axe-Slash

Essentially the Moguro Captain does a sort of "uppercut" slash with its Axe, dragging it on the ground leading up to the actual hit. The uppercut also sends lines of water forward that knock players up, similar to the Geyser Overheads.

Final Section: Corrupted Albion

Lost Ark - Albion Using It's Star Memory Game Wipe Attack Mid-Fight

Here it is, the final Boss of the Tier 3 Abyssal Dungeon, Albion. Oddly enough, Oreha Preveza only has three sections instead of the default four, making it a part of the easier endgame content, at least in terms of time. For those who were skipping every Cutscene, Albion is one of the only friendly Guardians seen in Lost Ark's current story and is also the NPC players trade their Omnium Stars into. But, this Albion is currently Corrupted by Demonic Energy and isn't in full control of its actions.

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Because of this, players get to see what this Guardian is capable of, which is quite a lot. Taking a page from Seto's book or even Drakhan's from the Tranquil Karkosa, Albion has tons of different important mechanics players need to learn before heading into the fight, so let's not waste any more time and get started going over them all.

Important Mechanic

Description

Earth, Lightning, & Enraged Forms

Albion has three different "Forms" it can be in at the start of the fight, as well as switch between due to a failure or passing of its Stagger Check. These three forms are Earth, Lightning, and Enraged Form. Now, in [Normal] mode, Albion can only start in either its Earth or Lightning Forms, but in [Hard] mode it always starts in Enraged. In any case, each form has different Regular Attacks, as well as unique mechanics that Albion will only unleash in that specific Form.

Stagger Check

The Boss' Stagger Check usually happens somewhere between 60 and 90 seconds into the fight and is where Albion transitions into its Enraged Form if the party fails to pass it. Thankfully, this Stagger Check doesn't lead to an immediate Wipe, as it's by far the most difficult Stagger Check to clear among all the Abyssal Dungeon encounters. It's visually denoted by Albion stopping in place, getting into a solid stance, and beginning to channel energy from the surroundings, seen by wind getting pulled toward it and an orange Stagger Bar appearing underneath it. If cleared in time, players prevent Albion from going into its Enraged form, and instead, it just switches to its other default form (from Earth to Lightning, or vice versa).

Whirlwind Memory Game

Can only happen in Albion's Earth Form: Albion creates a red telegraph that covers the entire arena with a large circle in the center being the only safe zone. Shortly after, Albion flies up into the sky and the red telegraph becomes a vicious windstorm that will almost instantly kill any player still standing inside. Then, after about five seconds or so, four red telegraph patterns are shown within the safe zone circle in sequence. These are the upcoming attacks that Albion will use, one after another. Players need to memorize the safe zones for each attack, which are either middle, top, or bottom and move to stand where the first safe zone will be. Albion will then start swiping at the safe zone with its claws in the exact pattern seen in the red telegraphs. After each swipe, players need to immediately move to the next safe zone, as these attacks come fast and do immense damage.

Lightning Storm Wipe Mechanic

Can only happen in Albion's Lightning Form: Albion flies off-screen in a similar manner to the Whirlwind Memory Game, but then starts to s pawn star-shaped red telegraphs underneath each player. At the same time, red electric orbs also spawn that start to follow each player individually. The goal here is to avoid the lightning strikes that come from the red telegraphs as well as avoid the red electric orbs that stun and deal damage on-hit. After a short duration, the Boss spawns a small safe zone somewhere in the arena that all players need to immediately get in. If even one player doesn't make it in time before Albion attacks, the whole party is wiped. It's basically a more difficult and less forgiving version of Akam's Wipe Mechanic from the Sea of Indolence. If everyone made it, the same mini-game happens two more times before Albion finally comes back down and the fight continues.

Angles of Protection Wipe Mechanic

Once Albion gets to 12 remaining HP Bars or lower, they'll fly to the center of the arena. After landing, Albion will go into a sort of "crouched" stance and a star-shaped pattern will appear in the air above where its wings meet its back. Additionally, a large ornate circle of light will appear with a variety of small circles along its circumference, each circle having a similar (but not the same) star pattern above them. Players are meant to identify the pattern above Albion's wings and then stand in the smaller circle with the same exact pattern floating above it. Each circle can only fit one player, and there will always be at least four smaller circles with the correct pattern. Usually, players use the number of "prongs" each star shape has in order to quickly identify it and move to the correct safe zone. For reference, there's a 4-prong, 6-prong, and 8-pronged star that can appear above Albion's wings. Each safe zone will have text appear that says how many "Angles of Protection" this circle offers, AKA 4, 6, or 8. After a few seconds, Albion releases a Shockwave that instantly kills anyone not standing in the correctly patterned safe zone and then has a different star pattern appear above his wings, repeating the same mechanic two more times for a total of three Shockwaves overall. Some important things to note about this specific mechanic:

  • Once Albion uses a specifically pronged star pattern, it won't use that same pattern for the remaining two Shockwaves, so players can auto-eliminate it from their minds.
  • The arena is big enough that players may have a difficult time running around the larger circle before time runs out. To get around this, parties tend to assign cardinal directions before going into Albion's fight, and then they look in their "quadrant" of the circle first for the correct pattern before moving toward the other ones.
  • The 6-pronged and 8-pronged starts look very similar at a glance, the only difference being the top and bottom prongs that the 8-prong star has. While this might seem obvious, many players don't notice the top prong of the star when looking at the one above Albion's wings, as it tends to blend in. So, make sure to look extra carefully before heading toward to associated safe zone.

Regular Attacks

Outside of all those crazy mechanics, Albion also has quite a lot of hard-to-dodge regular attacks as well, with some that are only used in specific forms. As always, the golden rule of "avoid the red" applies here so that players don't have to memorize every attack and can just keep this in mind to survive. But, for the dedicated players who want to perfect this encounter, here are all the regular attacks as well:

Attack Name

Description

Foreleg Stomp

Albion rears back briefly, creates a small red telegraph directly in front of it, then slams down onto this red telegraph.

Claw Swipe & Spin

Albion swipes forward with one of its front claws, staggering on hit, before doing a full spin attack that also staggers and deals moderate damage.

Lightning Projectile

The Boss jumps backward and hovers in the air flapping its wings for a second or two before "breathing" out lightning onto the ground in a crescent shape. Players can simply quickly follow Albion's backward jump and stick close to it to avoid this attack.

Lightning Summon

Albion flaps its wings and then raises its head toward the sky while a bunch of quickly-filled blue telegraphs appear randomly around the arena. When filled, lightning strikes in these telegraphs, dealing moderate damage and inflicting the "Scarring Lightning" Debuff. Can also spew lightning breath directly in front of it as well after this animation.

Star-Shaped Lightning Summon

With the same animation as the Lightning Summon Attack, Albion summons two five-pronged star-shaped telegraphs that quickly turn into deadly lightning strikes. Albion can also summon this attack and the Lightning Summon using the same animation.

Full-Circle Tail Swipe

Albion creates a large circular red telegraph with a small safe zone directly in the center before doing a full 360-degree tailspin, dealing moderate damage and knock-up to anyone hit.

Fan-Shaped Slash Attack

The Boss creates 9 separate lines of red telegraphs that spread outward from a central point in a fan-shaped formation. Once filled, Albion slashes, dealing moderate damage to players on-hit. Be aware that a player that is at the starting point of this attack can get hit with all 9 lines at once, which can easily insta-kill.

Half-Arena Wide Slash Attack

A gigantic bright red telegraph appears and fills about half of the arena. Albion then jumps over into the telegraph before unleashing a large slash attack that covers this whole telegraph. Can be used individually or combo into its Inescapable Combo.

Inescapable Combo

Albion uses a variety of different Foreleg stomps, Multi-line Slash attacks, Half-Arena Wide Slash Attacks, and finally a Jump Attack all in a row. Because the telegraphs for these attacks all happen in quick succession and cover more ground than many players can get across in time, it's very difficult to avoid every hit of this attack, especially the Jump Attack at the end.

Conical Forleg Stomp Shockwaves

Albion rears up as if it was doing a Foreleg Stomp, but instead, some very feint conical-shaped lightning patterns are seen on the ground around it. Avoid these areas, as these are the Shockwaves Albion is about to summon when stomping. It'll do this two to three more times in quick succession.

These aren't all the attacks that Albion can use, and some of them are exclusive to specific Forms while others can be used in any Form. This Boss has so many attacks it can use that it's incredibly difficult to keep track of them all. Thankfully, the tried and true Combat practice of attacking the Boss' backside works here too, as this Boss doesn't have a lot that hits directly behind it.

Differences Between Normal & Hard Oreha Preveza

Lost Ark - Queuing Up For Oreha Preveza And Seeing The Two Different Difficulty Options On The Sidebar

Now, players might be scared to even consider attempting Oreha Well's [Hard] Mode, considering how much of a challenge it is to beat the [Normal] version the first time. Thankfully, there's not all too much of a difference between the two difficulties, and there aren't any extra mechanics players have to remember. But, just so players have all the information needed, here are all the differences between the two modes.

  • Hard Mode is locked behind Item Level 1370 minimum (good luck with Honing).
  • There are different Material drops in Hard Mode that build into Legendary Grade 1370 Gear as well as similar Item Level Accessory Rewards.
  • Both [Normal] and [Hard] Mode share the same entrance counter, meaning that if a player has already cleared Oreha's Well on [Normal], they won't be able to attempt the [Hard] mode until after Weekly Reset.
  • In general, Bosses are just a little tankier and do a good chunk more damage to players with all attacks.
  • For example, Moguro Captain's Upgraded Spin Attack is almost a 100 percent one-shot KO if a player gets stuck in it on [Hard]
  • Lastly, instead of starting in either Lightning or Earth Form, Albion always starts in its Enraged State when on the [Hard] difficulty.
Lost Ark - Consumables Reccomended For Oreha Preveza Overlaid On Image Of Mid Fight With Lightning Form Albion

Thankfully, even though Oreha Preveza has some complex mechanics, it doesn't require a bunch of different Consumables to clear reliably. In general, players might just want to consider:

  • Obviously, they want to bring HP Potions, more specifically Elemental HP Potions since they allow for two more heals for a total of seven.
  • Whirlwind Grenades are a must for Albion's Stagger Check and can even be used to get rid of Angry Moguro Captains damage buff even quicker.
  • Time Stop Potions are a good "last resort" for some of the more challenging mechanics, such as Albion's Lightning Storm or Moguro Captain's Upgraded Spin Attack.
  • Marching Flags or Swift Robes are also very helpful for Albion's Whirlwind Memory Game just like they helped out a lot in the Road of Lament's Najjar fight.
  • While neither Boss can be cleared all too quickly, Dark Grenades never hurt and make the fight take a bit less time overall.
  • And of course, as always, players should have many of the Skill Point Potions already collected and their Raid Class Setup equipped with regard to their Gear, Faceted Ability Stone, Engravings, and Accessories.

Lost Ark is currently available on PC.

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