Acheron WorldDocumentation

Kanturu — Maya and Nightmare

Three scenes against the Hands of Maya, the Nightmare with 1.5 million health and, if you win, 23 hours of the Refinery Tower.

Kanturu is the longest event on the server: a cycle of almost 24 hours that goes through three battle scenes against the Maya Hands, ends at the Nightmare and, if the Nightmare goes down, opens the Refinery Tower — the only source of Jewel of Harmony and refining stones in the game.

That makes Kanturu a server event, not a party one: if no one brings down the Nightmare, no one on the server gets the Tower that day.

How to enter the battle#

  • Minimum level: 220.
  • You must be on Kanturu 2.
  • Maximum of 15 players.

No item or zen required. In the original MU the battle requires an equipped Moonstone Pendant; here the entrance is free.

The door opens rarely#

Over the whole cycle of almost 24 hours, the entrance stays open for only 5 minutes in total, split into three windows:

WindowDuration
Before scene 12 minutes
Before scene 21 minute
Before scene 32 minutes

Keep an eye on the 🐉 Bosses panel. When "entrance open" shows up, you don't have much time.

Watch out for a trap: the phase that announces "the Kanturu gate has opened" still doesn't let you in. It's a preparation warning — wait for scene 1 to start.

The three scenes#

Each scene has two stages: a horde and then a Maya Hand. The scene timer does not reset between them.

SceneHordeHandTotal time
140 monsters (30 Blade Hunters, 10 Dreadfears)Left Maya Hand — 400,000 health15 minutes
2the same 40 monstersRight Maya Hand — 350,000 health15 minutes
320 monsters (12 Twin Tales, 8 Dreadfears)both Hands at the same time — 750,00020 minutes

Running out of time in any scene means defeat. Between one scene and the next there is a break of 1 to 2 minutes — these are the windows when the entrance reopens.

Both Hands have the same name in the game, so the panel shows "Maya Hand 87% · Maya Hand 42%" without telling which is which.

Maya#

Maya herself stays at the back of the hall, out of the players' reach — she is not a target in the event. But she joins the fight with two spells that hit everyone on the map who is on the ground and outside the safe zone:

  • During the hordes — Ice Storm: comes without warning, on average once every 17 seconds. Everyone takes a hit and is pushed up to 3 tiles away from her.
  • During the Hands — Broken Shower: comes as soon as the Hand appears and then every 20 seconds. Everyone takes a hit and has a 10% chance of being stunned for 3 seconds.

In other words: during the Hand phases, the whole group's health drops every 20 seconds, whether you are hitting the Hand or not.

The Maya Hands#

The Hand spawns immune and spends its first 12 seconds taking no damage; for the first 3 it doesn't even attack. Use that time to position yourself and buff.

After that it follows a script that speeds up over time:

Time since the Hand spawnedWhat it does
up to 1 minutea strike every ~3 seconds
1 to 2 minutesbeam — a straight strip toward its target, about 10 tiles long, that hits everyone in the way
after 2 minutesa strike every ~1 second

3 times out of 4, the Hand's strike is an area around it, 6 tiles wide: it hurts everyone, with a 50% chance to push up to 3 tiles and a 20% chance to wear down 10% of the durability of an equipped piece (helm, armor, pants, gloves, boots or wings).

In scene 3, with both Hands together, the left one fires the beam every second between 1 and 2 minutes, and both end up striking every second.

The longer the Hand lives, the more it hurts. Bringing it down in the first minute costs far fewer potions than in the third.

The Nightmare#

Once scene 3 is won, all participants are teleported and the Nightmare appears.

Level135
Health1,500,000
Damage1,225 to 1,468
Defense1,000
Time limit20 minutes

He comes with 15 guards: 7 Genociders, 4 Personas and 4 Dreadfears.

How he fights#

The Nightmare attacks whoever is right next to him, once every second and a half, choosing among three strikes:

  • Poison strike — hurts the target and has a 50% chance to poison for 5 seconds;
  • Beam — a straight strip toward the target, about 10 tiles long, that hits everyone in the line;
  • Area — hurts everyone within 6 tiles of him and pushes up to 3 tiles. It only shows up from half health down, and becomes more frequent below 20%.

The thresholds#

When his health crosses 80%, 50% and 20%, he stops attacking for a few seconds and always does the same thing:

  1. summons 7 Dreadfears (94,000 health each);
  2. becomes immune for 2 seconds;
  3. teleports to another spot in the hall and drops his target — the group has to chase him.

That's 21 extra Dreadfears over a whole fight. Whoever ignores them will fight the Nightmare surrounded.

Defeat#

The event fails if:

  • no one is left in the battle room;
  • the timer of a scene runs out;
  • the Nightmare survives the 20 minutes.

On failure, everyone is sent back to Kanturu 2 and the event starts over in a little over 4 minutes.

This is the most important thing to know: on failure, the Refinery Tower does not open. The cycle jumps straight back to the beginning. If the server can't kill the Nightmare, Kanturu loops every five minutes all day long and no one gets a Jewel of Harmony.

The Refinery Tower#

It only opens after the Nightmare dies. And when it opens, it stays open for a long time:

StateDurationCan you enter?Can you refine?
Open23 hoursyesyes
Entrance closed40 minutesnoyes, for those already inside
Closing5 seconds——

Entering the Tower#

  • Minimum level: 220.
  • Be on Kanturu 2.
  • No pendant, no zen, no slot limit.

In other words: entering the Tower is free and easy. The hard part is that someone has killed the Nightmare for it to exist.

Elpis#

The NPC Elpis is in the courtyard of the Tower. Get within 6 tiles and click her. She does two things:

Purify — 1 Gemstone turns into 1 Jewel of Harmony, with a 100% chance. The Gemstone is consumed.

Merge — an item from your inventory turns into a refining stone:

Item mergedResultChance
CommonLower refining stone50%
ExcellentHigher refining stone100%

The item is always destroyed, whether it gives a stone or not. Only weapons, staffs and armors go in, and items on the Harmony list must be +4 or higher. Ancient items and items that already have Harmony are refused.

Do the math: merging a common item is a coin flip. Merging an excellent item you don't use guarantees a Higher refining stone, the good stone. Save your wrong excellents for that.

The Gemstone drops with a 0.1% chance from any monster inside Kanturu 3 — hordes, Hands and Nightmare included.

What the Tower doesn't do#

The Tower only makes the Jewel of Harmony and the stones. The NPCs who apply the jewel to an item, raise the option level and remove it are Osbourne and Jerridon, in Aida. See Jewel of Harmony.

The battle rewards#

The Hands and the Nightmare pay a boss prize, delivered to the Gremory Case of whoever hit them the most (a party adds up its damage), with a participation prize for anyone who dealt at least 10% of the damage:

  • the Nightmare is a major boss;
  • each Maya Hand is a medium boss and only pays the owner prize once per won cycle — a failed cycle doesn't pay again.

The tables and daily limits are in Bosses, invasions and events. On top of that, every monster on the map has a 0.1% Gemstone chance — the Tower's currency.

Like every boss, the Hands and the Nightmare are adaptive: they get stronger if the server kills them too fast or with too few people (🐉 Bosses panel, Empowerment tab).

There is no exclusive Nightmare drop. The real prize of the event is the Tower.

Strategy#

  • Fill the 15 slots. The room has a limit, and 750,000 health in scene 3 plus 1.5 million on the Nightmare demands people.
  • Bring each Hand down in the first minute. It gets faster and more dangerous the longer it lives, and Maya's Broken Shower hits everyone every 20 seconds while the Hand is standing.
  • Spread out against the beam. Both the Hand and the Nightmare hit everything in a straight line toward their target: don't line up behind whoever is tanking.
  • Scene 3 is the bottleneck. Both Hands together in 20 minutes, after you have already spent potions in the first two scenes.
  • Don't let the clock run during the horde. The horde time and the Hand time are the same — every minute spent killing Blade Hunters is a minute less against the Hand.
  • On the Nightmare, have someone for the Dreadfears. Seven spawn at every threshold, and the boss teleports away: the group has to split between chasing him and clearing the summons.
  • Save Gemstones. When the Tower opens you have 23 hours to convert everything, but only if you have something to convert.
  • Use the break between scenes to recover health and mana: the next horde starts at full strength.