Overview
The third and last wave of the Interdimensional Biosphere opens the east wing of the breach hall under Varmundt Mansion. Unlike the other rooms, this wing holds three habitats. Soul is home to soulless things that are a real nuisance, the Holy War habitat is full of holy and still deadly beings, and Death is the eeriest of the three.
The rules are the ones you know from the first two waves: eight monsters per habitat in plain and Tough versions, daily and weekly kill-count operations, and an exchange robot for runes, cards and cloaks. The gear this time is magic. Six weapons for Hyper Novice, Elemental Master, Arch Mage, Spirit Handler, Cardinal and Soul Ascetic, two cloaks, and twelve cards.
One naming trap. The Korean name of the middle habitat is 성전, which can mean both a holy war (聖戰) and a sanctuary or temple (聖殿). English sources split between the two, so it is the Holy War habitat in the release title, the Sanctuary on its door and in its quests, and Temple on its monsters and materials. All three mean the same map, ab_temple1.











When kRO released it
Gravity added the Biosphere to Chapter 2 in three waves. This is the third, released on 5 August 2026.
Two more things landed soon after and are worth knowing if you follow kRO: the level cap went to 285 on 2026.08.19 together with the Throne of the Black Flame Dragon memorial dungeon, and Juno Library VOL3 followed on 2026.09.16.
Getting in
- Open the west wing first: meet Bansi behind the west door of the breach hall. The wave 2 guide has the route.
- Back in the breach hall (
ba_void), take the east door at 155/106. It stays sealed until you have met Bansi. - Talk to Yeonsi at /navi ba_void 242/136. The first conversation introduces the three habitats and registers you for their operations.
- The three habitat doors are right there: Soul at 235/141, Sanctuary at 245/132 and Death at 245/118. The wing's own All-Purpose Dongle stands at /navi ba_void 238/133.
Yeonsi wears the same android maid look as Hongsi, Gunsi and Bansi, so go by the name above the head. Click a sprite to find it in the NPC gallery.
ab_soul1
Holy War map: ab_temple1
Death map: ab_death1
All three: 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. As in wave 2 the loot is tied to the map rather than the monster, so every kill rolls the habitat's list. Rates are per kill before any drop bonus.
Soul
ab_soul1
- HP
- 99,690,724
- Base EXP
- 12,149,298
- Job EXP
- 8,461,986
- Tough #22798
- HP
- 174,472,901
- Base EXP
- 18,223,946
- Job EXP
- 12,692,978

- HP
- 95,464,589
- Base EXP
- 12,305,394
- Job EXP
- 8,609,486
- Tough #22800
- HP
- 167,075,987
- Base EXP
- 18,458,092
- Job EXP
- 12,914,230

- HP
- 98,975,591
- Base EXP
- 11,964,612
- Job EXP
- 8,325,228
- Tough #22802
- HP
- 173,222,271
- Base EXP
- 17,946,918
- Job EXP
- 12,487,842

- HP
- 85,937,115
- Base EXP
- 12,059,946
- Job EXP
- 8,420,890
- Tough #22804
- HP
- 150,397,489
- Base EXP
- 18,089,920
- Job EXP
- 12,631,334
What they do: a pile of status effects. Curse from three of the four, blind from the Evil Druid and the Dark Frame, poison from the Wraith Dead, and stone from the Dark Frame. The Burning Knight's Wide Soul Drain eats SP, the Evil Druid casts Energy Drain and Heaven's Drive, and the Wraith Dead slows you with Decrease AGI.
Holy War, the Sanctuary
ab_temple1
- HP
- 91,498,589
- Base EXP
- 11,856,654
- Job EXP
- 8,299,658
- Tough #22806
- HP
- 160,143,372
- Base EXP
- 17,784,980
- Job EXP
- 12,449,486

- HP
- 99,678,888
- Base EXP
- 12,348,794
- Job EXP
- 8,600,934
- Tough #22808
- HP
- 174,449,082
- Base EXP
- 18,523,190
- Job EXP
- 12,901,402

- HP
- 84,167,266
- Base EXP
- 12,149,268
- Job EXP
- 8,500,252
- Tough #22810 (Holy 2)
- HP
- 147,303,033
- Base EXP
- 18,223,902
- Job EXP
- 12,750,378

- HP
- 100,860,329
- Base EXP
- 12,339,196
- Job EXP
- 8,585,870
- Tough #22812
- HP
- 176,515,360
- Base EXP
- 18,508,792
- Job EXP
- 12,878,804
What they do: the Sanare silences with level 10 Lex Divina and backs it with Napalm Beat. The Sanare and the Arc Plasma both mark you with Lex Aeterna, and the Arc Plasma follows with level 10 Holy Cross. The Happy Giver heals itself and puts up Safety Wall, and the Acidus stuns and throws Fire Ball, Magnum Break and Fire Pillar.
Death
ab_death1
- HP
- 96,339,309
- Base EXP
- 12,237,450
- Job EXP
- 8,544,832
- Tough #22814
- HP
- 168,601,534
- Base EXP
- 18,356,174
- Job EXP
- 12,817,248

- HP
- 121,156,931
- Base EXP
- 12,042,818
- Job EXP
- 8,379,644
- Tough #22816
- HP
- 212,036,576
- Base EXP
- 18,064,226
- Job EXP
- 12,569,466
- HP
- 100,641,904
- Base EXP
- 11,856,654
- Job EXP
- 8,299,658
- Tough #22818
- HP
- 176,133,994
- Base EXP
- 17,784,980
- Job EXP
- 12,449,486

- HP
- 104,986,731
- Base EXP
- 12,305,394
- Job EXP
- 8,609,486
- Tough #22820
- HP
- 183,734,647
- Base EXP
- 18,458,092
- Job EXP
- 12,914,230
What they do: the Hellhound and the Zombie Slaughter hit hard with Sonic Blow. The Dark Priest can turn you Undead with Undead Attribute Change, then casts Dark Breath. Kill the Necromancer first: it summons followers and casts Meteor Storm, Wide Curse, Slow Cast and Dragon Fear.
A card needs 50 card fragments. At 0.03% per kill that is about 166,667 kills on average for the fragments alone.
The Soul habitat lists only one weapon, the Ethereal Hyper Rod. Its partner, the Ethereal Elemental Paper, has cards, a refine leaf and full bonuses in the client but no loot table that drops it, so this page cannot say where it comes from.
Clearance operations
Yeonsi gives out six 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). B is billions.
| Operation | Kills | To join | Resets | Reward |
|---|---|---|---|---|
| Soul Clearance, daily | 500 | Free | Daily, 4am | 28.6B base + 13.6B job EXP |
| Sanctuary Clearance, daily | 500 | Free | Daily, 4am | 28.6B base + 13.6B job EXP |
| Death Clearance, daily | 500 | Free | Daily, 4am | 28.6B base + 13.6B job EXP |
| Soul Clearance, weekly | 1,500 | Monday, 4am | 67.2B base + 33.6B job EXP | |
| Sanctuary Clearance, weekly | 1,500 | Monday, 4am | 67.2B base + 33.6B job EXP | |
| Death 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 east wing has its own All-Purpose Dongle at /navi ba_void 238/133, next to Yeonsi. It only trades this wave's goods. Both cloaks can also be bought with essences alone, skipping the runes.
Gear
All eight 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 six weapons share one pattern: MATK +25 per 2 refines and S.MATK +1 per 3 refines, which also add 5% to the weapon's own magic elements. At +7: MATK +10% and S.MATK +5. At +12: variable cast time -10%. Grade D adds MATK +5% and another 10% off variable cast time, grade C adds S.MATK +10 (the two Mortiferous weapons get 10% more Holy or all-element magic instead), and grade B adds 10% magic damage against every element. The Spirit Handler's Foxtail stands out with 420 MATK against 245 to 280 for the rest.

- Always
- Neutral, Water, Wind, Earth and Fire magic +10%. Jupitel Thunderstorm +10%
- +11
- Jupitel Thunderstorm +10%, Jack Frost Nova +15%
- A +12
- Both +30%

- Always
- Neutral, Water, Wind, Earth, Fire and Poison magic +10%. Psychic Stream +10%
- +11
- Psychic Stream +10%, Diamond Storm +15%
- A +12
- Both +30%

- Always
- Neutral, Water, Wind, Earth, Fire and Ghost magic +10%. Soul Vulcan Strike +10%
- +11
- Soul Vulcan Strike +10%, Rock Down +15%
- A +12
- Both +30%

- Always
- Neutral, Water, Wind, Earth, Fire, Shadow and Holy magic +10%. Hyunrok Spirit Power +10%
- +11
- Hyunrok Spirit Power +10%, Hyunrok Cannon +15%
- A +12
- Both +30%

- Always
- Variable cast time -5%. Framen +10%
- +11
- Framen +15%
- A +12
- Framen +30%

- Always
- Variable cast time -5%. Exorcism of Malicious Soul +10%
- +11
- Exorcism of Malicious Soul +15%
- A +12
- Exorcism of Malicious Soul +30%
Both cloaks scale the same way: MATK +5 per 2 refines, the element line below per 3 refines, then variable cast time -10% and ASPD +10% at +7, after-cast delay -10% at +9 and S.MATK +10 at +12. Grade C adds MATK +10%, grade B adds SPL +5 and CON +5, and grade A adds 10% magic damage against every element.

- Always
- SPL +3, CON +3, SP cost -3%
- Per 3
- Neutral, Water, Wind, Earth, Fire, Poison and Shadow magic +5%
- Grade D
- The same seven elements +15%

- Always
- SPL +3, CON +3, SP cost -3%
- Per 3
- Neutral, Wind, Fire, Holy, Shadow, Ghost and Undead magic +5%
- Grade D
- The same seven elements +15%
Cards
Twelve weapon cards, bought at the Dongle. On their own every one of them gives MATK +10%. Each weapon has two cards that add a bonus with it, and the pair together unlocks an automatic follow-up skill once the weapon is at grade A and refined to +12. The two Mortiferous weapons work differently: each of their cards already triggers a skill on its own at +12, and the pair adds a third.












Enchanting and refining
The Dongle's Enchant a Cloak option works on both 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 Soul Rune x3 + Rift Temple Rune x3 | 20,000,000z + Rift Soul Rune x20 + Rift Temple Rune x20 + Rift Soul Essence x50 + Rift Temple Essence x50 | Rune of Magic 13.2% | |
| 5,000,000z + Rift Soul Rune x3 + Rift Death Rune x3 | 20,000,000z + Rift Soul Rune x20 + Rift Death Rune x20 + Rift Soul Essence x50 + Rift Death Essence x50 | Rune of Magic Power 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.

