Overview
The second wave of the Interdimensional Biosphere opens the west wing of the breach hall under Varmundt Mansion. Behind it are two new habitats. Venom is full of poisonous monsters that need thinning out, and Frigid is, in the words of the caretaker who runs it, very, very cold.
It works exactly like the first wave: eight monsters per habitat in plain and Tough versions, kill-count operations on a daily and weekly timer, and an exchange robot that turns the loot into runes, cards and cloaks. What is new is the gear. This wave adds four weapons, one each for Shadow Cross, Sky Emperor, Alitea and Night Watch, three cloaks, and eight cards built around those weapons.
When kRO released it
Gravity added the Biosphere to Chapter 2 in three waves. This is the second, released on 4 June 2026. Its Korean name, 맹독과 혹한, is literally deadly poison and severe cold.
Getting in
- Finish the first Biosphere introduction if you have not: Hongsi at /navi ygg_edge 229/221, then Gunsi in the north wing of the breach hall at /navi ba_void 130/207. The wave 1 guide covers that part.
- In the breach hall (
ba_void), take the west door at 116/105. Until the introduction is done it stays sealed. - Talk to Bansi at /navi ba_void 35/132. The first conversation is a short tour of the wing and registers you for its operations.
- The habitat doors are next to Bansi: Venom at 42/133 and Frigid at 27/133. The wing's own All-Purpose Dongle stands at /navi ba_void 39/128.
Bansi wears the same android maid look as Hongsi and Gunsi, so go by the name above the head. Click a sprite to find it in the NPC gallery.
ab_venom1
Frigid map: ab_ice1
Both: no memo, no warp in
Monsters and what they drop
Eight per habitat, all aggressive. Each Tough version keeps the level of its plain one and carries 1.75 times the HP for 1.5 times the EXP. Both count for the operations. The loot in this wave is tied to the map, not to the monster: every kill in a habitat rolls that habitat's list, so farm whichever of the eight you kill fastest. Rates are per kill before any drop bonus.
Venom
ab_venom1
- HP
- 112,254,574
- Base EXP
- 12,420,562
- Job EXP
- 8,642,486
- Tough #22740
- HP
- 196,456,996
- Base EXP
- 18,630,844
- Job EXP
- 12,963,730

- HP
- 91,905,004
- Base EXP
- 12,149,268
- Job EXP
- 8,500,252
- Tough #22742
- HP
- 160,842,989
- Base EXP
- 18,223,902
- Job EXP
- 12,750,378

- HP
- 101,579,528
- Base EXP
- 12,428,424
- Job EXP
- 8,656,396
- Tough #22744
- HP
- 177,775,440
- Base EXP
- 18,642,634
- Job EXP
- 12,984,596
- HP
- 87,869,090
- Base EXP
- 11,895,400
- Job EXP
- 8,285,146
- Tough #22746
- HP
- 153,780,100
- Base EXP
- 17,843,100
- Job EXP
- 12,427,720
What they do: three of the four hit with poison, and the Gaster adds Venom Splasher, Quagmire and Stop. The Listener casts Lex Aeterna and Dispell, so expect your buffs to come off. The Dolorian inflicts Critical Wounds and drains HP.
Frigid
ab_ice1
- HP
- 110,345,041
- Base EXP
- 11,895,400
- Job EXP
- 8,285,146
- Tough #22748
- HP
- 193,114,450
- Base EXP
- 17,843,100
- Job EXP
- 12,427,720

- HP
- 100,521,547
- Base EXP
- 12,407,008
- Job EXP
- 8,680,580
- Tough #22750
- HP
- 175,923,411
- Base EXP
- 18,610,512
- Job EXP
- 13,020,870

- HP
- 109,982,707
- Base EXP
- 12,237,450
- Job EXP
- 8,544,832
- Tough #22752
- HP
- 192,477,456
- Base EXP
- 18,356,174
- Job EXP
- 12,817,248

- HP
- 107,236,719
- Base EXP
- 11,933,752
- Job EXP
- 8,353,626
- Tough #22754
- HP
- 187,674,143
- Base EXP
- 17,900,628
- Job EXP
- 12,530,440
What they do: freezing is the danger here, from Frost Diver and Storm Gust, with level 10 Cold Bolt on top. The Ice Ghost also lowers all of your stats, and the Grey Icewind mixes in Lightning Bolt, Thunderstorm and Darkness Jupitel.
Run the numbers before you chase a card. Each one needs 50 card fragments, and at 0.03% per kill that is about 166,667 kills on average for the fragments alone.
Clearance operations
Bansi gives out four operations, a daily and a weekly for each habitat. The counter takes both the plain and the Tough version of all eight monsters in that habitat. The weekly asks for 15 Mana Rings to join (a Chapter 1 item), because you will be in the other dimension a long time. B is billions.
| Operation | Kills | To join | Resets | Reward |
|---|---|---|---|---|
| Venom Clearance, daily | 500 | Free | Daily, 4am | 28.6B base + 13.6B job EXP |
| Frigid Clearance, daily | 500 | Free | Daily, 4am | 28.6B base + 13.6B job EXP |
| Venom Clearance, weekly | 1,500 | Monday, 4am | 67.2B base + 33.6B job EXP | |
| Frigid Clearance, weekly | 1,500 | Monday, 4am | 67.2B base + 33.6B job EXP |
| A Specimen gives one of | Amount | Chance |
|---|---|---|
| x2 | 39.2% | |
| x3 | 19.6% | |
| x1 | 11.8% | |
| x2 | 7.8% | |
| x3 | 3.9% | |
| x1 | 7.8% | |
| x2 | 3.9% | |
| x1 | 3.9% | |
| x2 | 2.0% |
Exchanges
The west wing has its own All-Purpose Dongle at /navi ba_void 39/128, next to Bansi. It only trades this wave's goods. Ground and Volcano still go through the first wave's robot at /navi ba_void 138/112. Two of the cloaks need a wave 1 rune as well, and every cloak has a second recipe that skips the runes entirely.
Gear
All seven pieces need Base Level 265, and all of them can be refined and graded. The weapons drop in the habitats; the cloaks are bought. The four weapons share one pattern: ATK +25 per 2 refines, and P.ATK +1 plus 5% melee damage (Katar, Pad) or ranged damage (Cutter, Rifle) per 3 refines. At +7: ATK +10% and P.ATK +5. At +12: critical damage +10%. Grade D adds ATK +5% and another 10% melee or ranged damage, grade C adds critical damage +10%, and grade B adds 10% physical damage against every element.

- Always
- Critical damage +5%, Savage Impact +10%
- +11
- Impact Crater +10%, Savage Impact +15%
- A +12
- Impact Crater and Savage Impact +30%

- Always
- Critical damage +5%, Sunset Blast +10%
- +11
- Noon Blast +10%, Sunset Blast +15%
- A +12
- Noon Blast and Sunset Blast +30%

- Always
- Critical damage +5%, Pinion Shot +10%
- +11
- Quill Spear +10%, Pinion Shot +15%
- A +12
- Quill Spear and Pinion Shot +30%

- Always
- Critical damage +5%, Wild Shot +10%
- +11
- Only One Bullet +10%, Wild Shot +15%
- A +12
- Only One Bullet and Wild Shot +30%
The cloaks scale the same way as each other: ATK +5 per 2 refines, the damage line below per 3 refines, then variable cast time -10% and ASPD +10% at +7, after-cast delay -10% at +9 and P.ATK +10 at +12. Grade C adds ATK +10%, and grade A adds 10% physical damage against every element.

- Always
- POW +2, CON +2, CRT +2, CRIT +5
- Per 3
- Melee damage +5%, critical damage +5%
- Grade D
- Melee +10%, critical damage +10%
- Grade B
- POW +5, CRT +5

- Always
- POW +3, CON +3, HIT +30
- Per 3
- Ranged damage +5%, non-critical damage +5%
- Grade D
- Ranged +10%, non-critical damage +10%
- Grade B
- POW +5, CON +5

- Always
- POW +2, CON +2, CRT +2, CRIT +5
- Per 3
- Ranged damage +5%, critical damage +5%
- Grade D
- Ranged +10%, critical damage +10%
- Grade B
- POW +5, CRT +5
Cards
Eight weapon cards, bought at the Dongle. On their own every one of them gives ATK +10%. The real point is the pairing: each weapon has two cards, each card adds a bonus with its weapon, and the two together unlock an automatic follow-up skill once the weapon is at grade A and refined to +12.








Enchanting and refining
The Dongle's Enchant a Cloak option works on all three cloaks.
Every cloak in this set has two enchant slots, filled in a fixed order: the 4th slot first, then the 3rd. Nothing can fail. You pay the Dongle, and the result is rolled from the list below.
- 4th slot: a random STR, INT, AGI or VIT: +3 at 20% each; +4 at 4.5% each; +5 at 0.5% each. No DEX or LUK on this list.
- 3rd slot: one of eight level 1 runes: Strong Attack, Master Craftsman, Slash, One Strike, Magic, Magic Power, Diamond, Benevolence. Each sits at 12.4%, except one per cloak that gets 13.2%.
- Upgrading the rune keeps the family and raises the level. Level 1 to 2: 10,000,000z + both of the cloak's runes x50 each + Essence of Chaotic Magic Power x30 + Essence of Heterogeneous Magic Power x15. Level 2 to 3: 25,000,000z + both of the cloak's runes x100 each + Essence of Chaotic Magic Power x50 + Essence of Heterogeneous Magic Power x20 + Fixed Crack x10.
- Reset: 10,000,000z + Fixed Crack x1, and it works 80% of the time.
| Cloak | 4th slot costs | 3rd slot costs | Likeliest rune |
|---|---|---|---|
| 5,000,000z + Rift Venom Rune x3 + Rift Volcano Rune x3 | 20,000,000z + Rift Venom Rune x20 + Rift Volcano Rune x20 + Rift Venom Essence x50 + Rift Volcano Essence x50 | Rune of Slash 13.2% | |
| 5,000,000z + Rift Ground Rune x3 + Rift Frigid Rune x3 | 20,000,000z + Rift Ground Rune x20 + Rift Frigid Rune x20 + Rift Ground Essence x50 + Rift Frigid Essence x50 | Rune of Master Craftsman 13.2% | |
| 5,000,000z + Rift Venom Rune x3 + Rift Frigid Rune x3 | 20,000,000z + Rift Venom Rune x20 + Rift Frigid Rune x20 + Rift Venom Essence x50 + Rift Frigid Essence x50 | Rune of One Strike 13.2% |
A Dimensional Ecology Leaf (weapons) or Foliage (cloaks) adds one refine level, with no chance of failure, to a piece that is already at +9, +10 or +11. That makes it a guaranteed road from +9 to +12.

