Dungeon Atoll of the Possessed

Kabaal Ritual

Level 200 dungeon on the Atoll of the Possessed, at [43,-57]: five rooms and an invulnerable boss, Kabaal, who can only be hurt by his own demonic arms. Quests to start, map of each room, strategy, monsters, achievements and loot.

Kabaal Ritual: the dungeon entrance, at [43,-57] (Pandamonium)
The dungeon entrance in the Pandamonium, on the Atoll of the Possessed

Quests linked to the Kabaal Ritual

Two quests on the Atoll of the Possessed go through Kabaal: Pandamonium Sings, which ends by talking to him after the fight, and A Real Boy, which begins with his defeat. Accept them before entering: a fight won without the quest in progress doesn't count.

Accept before entering

Pandamonium Sings

Level 200 quest

Don't leave without talking to Kabaal. After the Pandamonium tavern, enter the whale's carcass and beat Kabaal. Then stay in the dungeon, hand him the Spiced Pigzebub Beer and continue the dialogue: otherwise, you have to redo the dungeon.

Start
Gob'Li'Terate the Destroyed, Atoll of the Possessed
Prerequisites
Level 180 and Every Possession Dispossesses

Demonic Appendage iconDemonic Appendix2 appendices and 60,000,000 XP

Accept before entering

A Real Boy

Level 200 quest

It starts with a victory over Kabaal. Getteppo, who awaits you in the last room, asks you to defeat him in a single fight, then talk to him again. The investigation into Nicchopio continues in Amakna and on the Atoll: bring a Big Cannonball for what follows.

Start
Getteppo, Kabaal Ritual
Prerequisites
Level 180

Inferniripsa Wing iconInferniripsa Wing5 wings and 50,000,000 XP

For later

Totem of Surprise

Maimane's Totems

Level 200 quest

Kabaal can give you the Totem of Surprise. Maimane asks for six emotion totems, each from a boss of your choice: for surprise, Kabaal, Catseye, Count Harebourg, the Chokao Priestess or the Queen of Thieves.

Start
Maimane, Destroyers' Nightmare
Prerequisites
Level 180

Totem of Balance iconTotem of Balanceonce the six totems are handed in

During events

  • Tiwaapi Simulation level 20, repeatable
    Tiwaapi can designate Kabaal as a guardian for you to defeat. Incarnam, .

Kabaal's Broken Sceptre, dropped by the boss and awarded by each achievement, is used in Survival of the Weakest: it draws the Black Sentinel near Sen'Tin'Hell.

The 5 rooms of the Kabaal Ritual

Five rooms. In each fight, the monsters place runes that become demonic arms: the mechanic, shared by the rooms and the boss, is detailed in the next section. For each room: the scenery, then the tactical view with the starting cells (blue: you, red: the monsters). Tap an image to enlarge it.

Room 1

Kabaal Ritual: map of room 1
Room 1 — map
Kabaal Ritual: tactical view of room 1, starting cells in blue and red
Room 1 — tactical view

Room 2

Kabaal Ritual: map of room 2
Room 2 — map
Kabaal Ritual: tactical view of room 2, starting cells in blue and red
Room 2 — tactical view

Room 3

Kabaal Ritual: map of room 3
Room 3 — map
Kabaal Ritual: tactical view of room 3, starting cells in blue and red
Room 3 — tactical view

Room 4

Kabaal Ritual: map of room 4
Room 4 — map
Kabaal Ritual: tactical view of room 4, starting cells in blue and red
Room 4 — tactical view

Room 5 — Kabaal

Kabaal's arena. Getteppo awaits you there for A Real Boy; after the victory, talk to Kabaal before leaving if you're following Pandamonium Sings.

Kabaal Ritual: map of room 5
Room 5 — map
Kabaal Ritual: tactical view of room 5, starting cells in blue and red
Room 5 — tactical view

Defeat Kabaal

Five arms, and it's over

If Kabaal manages to summon his five demonic arms, he teleports to the top of the map on the next turn and summons the Incarnation of Ch'Tyx, who kills the whole team with Pentademonium. Put a character on the rune that would complete the five, or kill an arm before he plays again.

Kabaal

Kabaal

Level 220

  • Health Points14,000 HP
  • AP20 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 50%
  • FireFire 50%
  • WaterWater 50%
  • AirAir 50%
  • NeutralNeutral 50%

Invulnerable for the whole fight, and this state can't be removed: only his demonic arms can hurt him. He gains 30% ranged damage on odd turns and 30% melee damage on even turns, and Offering to Chaos makes you unhealable on contact. 50% resistance across the board: hit him with Neutral, even at 0, to lower the one his arms target.

  • Foul Ratafia icon
    Foul Ratafia4 AP · 12 RNG · Air49 to 56 Air damage · Heals received x50% · Demonic Arm Target State

    Air poison and healing received halved for 2 turns, can be dispelled. In line with an arm, you're pulled to its side.

  • Offering to Chaos icon
    Offering to Chaos5 AP · melee · Air34 to 39 Air life steal · Fire34 to 39 Fire damage · Unhealable State · Heals the attacker: 0% of damage · Removes the spell's effects · Demonic Arm Target State

    His most dangerous spell, in melee: Air and Fire damage and the Unhealable state, impossible to dispel. The more arms in play, the harder he hits.

  • Fiery Palm icon
    Fiery Palm3 AP · 6 RNG · Fire47 to 55 Fire damage · -25% Critical · Demonic Arm Target State · Triggers: Infernal Proximity

    Fire life steal in an area and -25% critical around the target. If he lands a critical hit, Kabaal gains 25% critical for one turn.

  • Œil du Nocher icon
    Ferryman's Eye5 AP · melee · 6 Range · -6 Range · MP-30 MP Parry · Heals: 10% of max HP · 200 Spell Power · Demonic Arm Target State · Triggers: Fiery Palm

    From turn 2, it can be recast every 3 turns: -6 range and -30 MP dodge for all your characters in an infinite cone, +6 range for Kabaal and the monsters hit. It's cast in melee.

  • Growing Threat icon
    Growing Threat1 AP · on himself · Places a rune · 30% Melee damage · Triggers: Reinforcements

    On monsters, places a rune that will become an arm, next to one of your characters; global cooldown of 3 turns. On Kabaal, 30% melee damage on even turns.

  • Master Hand icon
    Master Hand1 AP · on himself · 30% Ranged damage · Triggers: Reinforcements

    30% ranged damage for Kabaal on odd turns, alternating with Growing Threat on even turns.

The five-step strategy against Kabaal

Target Kabaal from turn 1. He summons a first arm at the start of the fight, on one of five fixed cells chosen at random. Killing him takes many turns: bring him next to that arm from turn 1, without ever letting him reach your melee.

Even turns: one character on a rune. From turn 2, then every even turn, he places two arm runes and a third with a black sign, which summons nothing. Stay on one of them until his next turn: 300 Fire damage, but no new arm, and control of all the arms.

Odd turns: hit with the arms. Each controlled arm casts two spells, whereas its glyph only hits once. Place Kabaal 5 range from two arms: Demonic Flattening then Demonic Backhand push him toward the second, which hits twice again, if the arms play in the right initiative order.

The acolytes, with the arms. With no achievement in sight, kill the monsters quickly, using the arms when you control them: Inferniripsa first, Kraradia next, Bwarioch last. Never end in line with an arm or a rune: Foul Ratafia pulls you to its side.

Turn 5 onward: the reinforcements. From turn 5, then every two turns, two black runes make two monsters from the area appear, with 50% less HP. Kill them if you can; if Kabaal has lost half his HP by turn 5, ignore them and finish him, locked by a Pandawa near the arms, the rest of the team far behind.

Runes, arms and Dangerous Liaison

In the rooms, each monster places runes with Growing Threat, provided a character or summon is within 2 cells of the target cell. On that monster's next turn, an arm appears and places a glyph of radius 2: any entity that enters takes one of its three spells, about 600 Neutral damage with a push, a symmetric teleportation or an area. The cooldown is global: a single rune for all monsters every three turns.

To take control of the arms, put a character on a freshly placed rune and stay there until the start of its caster's turn. The arm doesn't appear, all the glyphs disappear during the control, and you play two spells from each arm. A brown effect above the head shows who controls them.

Against Kabaal, only the boss summons arms, which are stronger, with a glyph of radius 3. The character who controls them becomes Unlockable and gains 2 MP for 2 turns; he keeps control until the end or until another takes over, but the arms only have 3 range on even turns: go back to a rune every even turn.

Kabaal's Glyphs

The glyphs of his arms disappear at the start of his turn and come back at the end: if he's standing in them at that moment, the arm hits him, once per turn. After a turn of control, they come back at the start of his turn. And if you're in a glyph when the arm plays, it hits you several times.

A rune placed on an existing arm fully heals it and gives it 300 power on the next turn: this is Demonic Overload. A monster pushed onto an arm's rune dies at the start of Kabaal's turn, but the boss then loses 10 turns of enchantments and gains 10 MP, 500 power and 550 shield for 2 turns.

Neither monsters nor summons can block a rune: they die and the arm appears anyway. Only a character prevents the fifth arm. To keep an exit, cast Demonic Flattening on the useless arms when you control them: it will be easier to kill one in an emergency.

Chaotic Instability

Each line of damage removes 5% resistance from the monster in its element, and randomly gives it 5% in another element, 50 critical resistance or 50 pushback resistance. Critical Hits and pushback damage count too. Play the same element across the whole team, and avoid multi-element spells.

Kabaal is subject to it. On him, avoid spells of an element other than Neutral and pushback damage: they risk giving him Neutral resistance, the one the arms hit. A multi-line Neutral weapon is ideal, even if it hits at 0.

The monsters of the Kabaal Ritual

Five Possessed of level 200, all with Growing Threat and Chaotic Instability. Against Kabaal, they no longer place runes, but he makes two more appear every two turns from turn 6. The resistances in red are their starting weaknesses.

In which order to kill the monsters

  1. Inferniripsa — he heals his allies and gives 2 AP and 10% damage to his whole team.
  2. Kraradia — a runner, he hits from very far and removes MP: killing him early saves a lot of HP.
  3. Bellilith, then Pigzebub — they teleport, pull and push: start with the one who ruins your positioning the most.
  4. Bwarioch — dangerous only in melee: kept at a distance, he's harmless.
Inferniripsa

Inferniripsa

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth 5%
  • FireFire 20%
  • WaterWater -15%
  • AirAir 15%
  • NeutralNeutral -15%

The most dangerous: Worrying Rumour gives all his allies 2 AP and 10% damage and heals him 20%. Wailing Wallop removes 3 AP in a line, without line of sight. Weak to Water and Neutral; Gravity prevents him from using his cooperation spell.

  • Growing Threat icon
    Growing Threat1 AP · 16 RNG · Places a rune · Triggers: Reigning Chaos

    On monsters, places a rune that will become an arm, next to one of your characters; global cooldown of 3 turns. On Kabaal, 30% melee damage on even turns.

  • Wailing Wallop icon
    Wailing Wallop4 AP · 8 RNG · Water70 to 82 Water damage · AP-3 AP · Fire70 to 82 Fire healing · Demonic Arm Target State · Triggers: Infernal Proximity

    Removes 3 dodgeable AP in a line, without line of sight, and heals the monsters caught in the area.

  • Twisted Parabola icon
    Twisted Parabola4 AP · 6 RNG · Fire61 to 71 Fire healing · MP2 MP · Earth61 to 71 Earth damage · Water5 Water damage for 1 MP used · Switches positions

    Poison that hits for each MP used for 2 turns, cast without line of sight: move as little as possible.

  • Worrying Rumour icon
    Worrying Rumour5 AP · on himself · AP2 AP · 10% Final Damage · Heals: 20% of max HP

    2 AP and 10% damage for all of Inferniripsa's allies on the map, and 20% of his HP restored: the reason to kill him first.

  • Frightful Sermon icon
    Frightful Sermon3 AP · 3 Range · Earth59 to 69 Earth steal · Push Away 2 cells
Kraradia

Kraradia

Level 200

  • Health Points5,500 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth -20%
  • FireFire 5%
  • WaterWater 20%
  • AirAir -15%
  • NeutralNeutral 15%

Fleeing AI and very long range: Corrupted Stinger removes 2 MP and poisons up to 14 range, without line of sight. Devastating Shot pushes back 4 cells, and Diabolical Flurry punishes forced movement and MP removal. Weak to Earth and Air.

  • Growing Threat icon
    Growing Threat1 AP · 16 RNG · Places a rune · Triggers: Reigning Chaos

    On monsters, places a rune that will become an arm, next to one of your characters; global cooldown of 3 turns. On Kabaal, 30% melee damage on even turns.

  • Diabolical Flurry icon
    Diabolical Flurry4 AP · 12 RNG · Fire28 to 33 Fire damage · Water28 to 33 Water damage

    Double poison for 2 turns: it hits when you're moved or pushed, and on every attempt to remove your MP.

  • Corrupted Stinger icon
    Corrupted Stinger3 AP · 14 RNG · Fire41 to 47 Fire damage · Fire16 to 20 Fire damage · MP-2 MP · Demonic Arm Target State · Triggers: Infernal Proximity

    Removes 2 dodgeable MP and poisons for 2 turns, up to 14 range without line of sight, twice per turn: there's no hiding from it.

  • Devastating Shot icon
    Devastating Shot3 AP · 8 RNG · Water67 to 77 Water damage · -40 Damage · Pushes back 4 cells

    Pushes back 4 cells and reduces your flat damage: watch out for arm glyphs behind you.

Bellilith

Bellilith

Level 200

  • Health Points6,000 HP
  • AP12 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 15%
  • FireFire -20%
  • WaterWater 5%
  • AirAir 20%
  • NeutralNeutral -15%

In melee, Furious Compression erodes and hits harder with each use; Terrifying Exaltation pushes back 2 cells. Tormented Plunge teleports her, hits around her arrival cell and pulls enemies in there. Weak to Fire and Neutral.

  • Growing Threat icon
    Growing Threat1 AP · 7 RNG · Places a rune · Triggers: Reigning Chaos

    On monsters, places a rune that will become an arm, next to one of your characters; global cooldown of 3 turns. On Kabaal, 30% melee damage on even turns.

  • Furious Compression icon
    Furious Compression3 AP · melee · 15% Erosion · Air57 to 67 Air damage · Demonic Arm Target State · Triggers: Infernal Proximity

    Erosion on contact, twice per turn, and damage that rises with each use: don't stay stuck to Bellilith.

  • Tormented Plunge icon
    Tormented Plunge5 AP · 5 RNG · Teleports to the targeted cell · Water70 to 82 Water damage · Pulls 2 cells

    Teleportation without line of sight, hits an area and pulls enemies around the arrival cell. Don't stay grouped.

  • Terrifying Exaltation icon
    Terrifying Exaltation2 AP · 2 Range · Air38 to 44 Air damage · Pushes back 2 cells
Pigzebub

Pigzebub

Level 200

  • Health Points6,500 HP
  • AP12 AP
  • MP6 MP
  • Resistances (%)
  • EarthEarth 20%
  • FireFire -15%
  • WaterWater 15%
  • AirAir -20%
  • NeutralNeutral 5%

Nefarious Rush throws him onto his target, pushes it back 4 cells, then makes him step back: don't let him reach your back line. Demonic Connivance gives him, and an ally, flight, pushback damage and a shield. Weak to Air and Fire.

  • Growing Threat icon
    Growing Threat1 AP · 7 RNG · Places a rune · Triggers: Reigning Chaos

    On monsters, places a rune that will become an arm, next to one of your characters; global cooldown of 3 turns. On Kabaal, 30% melee damage on even turns.

  • Embrochement Meurtrier icon
    Deadly Skewering4 AP · melee · -20 Lock · Neutral68 to 80 Neutral damage · Pushes back 2 cells · Demonic Arm Target State
  • Demonic Connivance icon
    Demonic Connivance3 AP · 7 RNG · 40 Flight · 200 Pushback Damage · Shield: 300% of level

    Flight, pushback damage and a shield for Pigzebub and an ally for 2 turns.

  • Nefarious Rush icon
    Nefarious Rush3 AP · 6 RNG · Advances 5 cells · Air57 to 67 Air damage · Pushes back 4 cells · Steps back 2 cells

    Pigzebub pulls himself onto his target, pushes it back 4 cells then steps back 2, twice per turn.

Bwarioch

Bwarioch

Level 200

  • Health Points7,500 HP
  • AP12 AP
  • MP5 MP
  • Resistances (%)
  • EarthEarth -15%
  • FireFire 15%
  • WaterWater -20%
  • AirAir 5%
  • NeutralNeutral 20%

Abyssal Claw pulls 4 cells and removes 4 MP, in a line: that's his only ranged threat. In melee, Infernal Roar applies Gravity over a large area and Devastating Spout poisons around him. Weak to Water and Earth; a tank Pandawa can also lock him in melee while you kill him.

  • Growing Threat icon
    Growing Threat1 AP · 7 RNG · Places a rune · Triggers: Reigning Chaos

    On monsters, places a rune that will become an arm, next to one of your characters; global cooldown of 3 turns. On Kabaal, 30% melee damage on even turns.

  • Abyssal Claw icon
    Abyssal Claw3 AP · 5 RNG · Pulls 4 cells · Neutral50 to 58 Neutral damage · MP-4 MP

    Pulls 4 cells and removes 4 dodgeable MP, in a line, twice per turn: stay out of the Bwarioch's lines.

  • Infernal Roar icon
    Infernal Roar5 AP · on himself · Fire86 to 100 Fire damage · Gravity State · 20 Lock · 10% Melee Damage · Demonic Arm Target State

    Gravity over a wide area around the Bwarioch, which also boosts his allies' lock and melee damage. Cooldown of 3 turns.

  • Devastating Spout icon
    Devastating Spout4 AP · on himself · Earth62 to 72 Earth damage · Fire42 to 48 Fire damage

Preparing your run through the Kabaal Ritual

A dungeon for teams of level 190 to 200 who know how to move a boss and take a beating for a long time: Kabaal can only be hurt by his own arms. You come here for the Atoll of the Possessed quests, the Totem of Surprise and the achievements. Kabaal can't be captured.

How to enter the Kabaal Ritual

The entrance is in the Pandamonium, on the Atoll of the Possessed, at : it's the whale's carcass. The nearest zaap is the one at Mount Tombs . Three ways to open it: a Kabaal Ritual Key (consumed), the keyring if it's registered there, or the automatic group search.

Crafting the Kabaal Ritual Key

It's crafted at a handyman's. Five ingredients drop from the dungeon's monsters, at 12%: Kraradia Spaulder, Bellilith Diadem, Bwarioch Scalp, Pigzebub Snout and Tasty Meat. Ink Snapper (fishing), Paper Tulip and Quisnoa (harvesting) complete the recipe.

Ingredient Quantity Level
Kraradia Spaulder iconKraradia Spaulder 2 200
Bellilith Diadem iconBellilith Diadem 2 200
Bwarioch Scalp iconBwarioch Scalp 2 200
Pigzebub Snout iconPigzebub Snout 2 200
Tasty Meat iconTasty Meat 2 200
Ink Snapper iconInk Snapper 1 200
Paper Tulip iconPaper Tulip 1 200
Quisnoa iconQuisnoa 1 200

Which team to bring against Kabaal

At least one positioning class. Kabaal only takes damage near his arms: you have to bring him there and keep him there. Pandawa, Eliotrope or Xelor are strongly recommended, Pandawa first, who can also lock him in the right spot, at 5 range from two arms.

Survival before damage. Melee map, poisons everywhere and a long fight: vitality and resistances first. Masqueraider, Feca or Eniripsa make the dungeon much calmer, and heavy hitters are less essential than elsewhere. A single damage element for the whole team, because of Chaotic Instability.

MP removal and vulnerabilities. Enutrof, Sadida or Cra aren't mandatory, but a Kabaal with no MP stays near the arms and does less. Boost the arms (Iop's Power) and increase the damage he takes: Pandawa's Vulnerability, Iop's Jump, Ouginak's Doggedness.

Comfortable classes. The Pandawa places and locks Kabaal near the arms; the Eliotrope and the Xelor move him too. Masqueraider, Feca and Eniripsa protect or heal, Enutrof, Sadida and Cra remove MP. A class able to dispel helps against the poisons and the healing reduction of Foul Ratafia.

The five achievements of the Kabaal Ritual

Each achievement awards 200,000,000 XP and 2 Kabaal's Broken Sceptre, the Duo doubles the XP. Clean Hands plays almost like the base fight, since the arms don't make it fail.

Achievements Condition Points XP
Kabaal Ritual iconKabaal Ritual Defeat Kabaal in this boss's dungeon. 10 200 000 000
Kabaal (Impertinence) iconKabaal (Impertinence) Defeat Kabaal in his dungeon by completing the “Impertinence” challenge. 10 200 000 000
Kabaal (Clean Hands) iconKabaal (Clean Hands) Defeat Kabaal in his dungeon by completing the “Clean Hands” challenge. 10 200 000 000
Kabaal (Duo) iconKabaal (Duo) Defeat Kabaal in his dungeon by completing the “Duo” challenge. 20 400 000 000
Kabaal (Special) iconKabaal (Special) Defeat Kabaal in his dungeon by completing the “Right to Bear Arms” challenge. 10 200 000 000

Impertinence

Each ally must end their turn on a cell adjacent to an enemy. Keep the Bwarioch alive: he doesn't flee and stays in melee. Failing that, a character who applies Gravity every turn can do the same with Inferniripsa. Place Kabaal near the arms as usual, without failing the challenge by repositioning him. Impertinence can be combined with Score 200, thanks to the Muta idol, but is simpler without.

Clean Hands

Finish off enemies without direct damage: traps, glyphs, poisons, pushback, reflected damage and summons are allowed. Relatively simple: the demonic arms don't make the achievement fail, use them to finish off monsters and the boss. Just be careful not to directly kill either a Kabaal summon or an arm.

Special: Right to Bear Arms

Enemies must be finished off only by the demonic arms. Wear the monsters down, then push them into the arms' glyphs, which hit for roughly 700 to 800 Neutral once per turn. When you control the arms, keep the monsters within 5 range of an arm. Ideally: Kabaal between two arms from turn 2, with control. From turn 5, only kill summons with an arm. A Pandawa is recommended.

Duo

Two characters maximum, fewer than 40 turns. The turn limit isn't the problem: surviving until then is. A positioning class is nearly mandatory: Pandawa in tank gear, or Xelor, with a second resilient character even at the cost of damage. Hit Kabaal from turn 1 with all your vulnerabilities, to kill him by turn 7 at the latest, before the second wave of summons. One or two monsters will remain to finish without the arms: play it safe.

Drops and loot of the Kabaal Ritual

Base in-game rates, before Prospecting bonuses.

On Kabaal

  • Sign of the Possessed iconSign of the PossessedAtoll of the Possessed15 %
  • Kabaal's Broken Sceptre iconKabaal's Broken SceptreCombat Resource12 %
  • Nougat Rabmarac Bar iconNougat Rabmarac BarTreat6 %
  • Bag of Salt iconBag of SaltContainer3 %
  • Demonic Appendage iconDemonic AppendixBone2 %
  • Al Howin Gobtubby iconAl Howin GobtubbyCeremonial pet1 %
  • Paragon of Power iconParagon of PowerMain quests0,7 %
  • Tasty Carrion iconTasty CarrionMeat0,6 %

On the henchmen of Kabaal

  • Sign of the Possessed iconSign of the PossessedAtoll of the Possessed · Bellilith15 %
  • Bellilith Diadem iconBellilith DiademCombat Resource · Bellilith12 %
  • Tasty Meat iconTasty MeatMeat · Bellilith12 %
  • Bwarioch Scalp iconBwarioch ScalpMiscellaneous Resource · Bwarioch12 %
  • Inferniripsa Wing iconInferniripsa WingWing · Inferniripsa12 %
  • Kraradia Spaulder iconKraradia SpaulderCombat Resource · Kraradia12 %
  • Pigzebub Snout iconPigzebub SnoutMiscellaneous Resource · Pigzebub12 %
  • Blood of the Possessed iconBlood of the PossessedAtoll of the Possessed · Bellilith6 %
  • Demonic Appendage iconDemonic AppendixBone · Bellilith2 %
  • Bag of Salt iconBag of SaltContainer · Bellilith1 %

Where is the Kabaal Ritual?

In the Pandamonium, on the Atoll of the Possessed, at . The entrance is the whale's carcass; the nearest zaap is the one at Mount Tombs .

At what level should you do the Kabaal Ritual?

Level 190 minimum, 200 recommended. Kabaal is level 220, with 14,000 HP and 50% resistance in every element.

Which quest should you do at the Kabaal Ritual?

Pandamonium Sings and A Real Boy, from level 180. For the former, talk to Kabaal after your victory, before leaving the dungeon.

How do you beat Kabaal?

With his own demonic arms: he's invulnerable to everything else. Place him in their glyphs and take control of them by staying on a rune until his next turn.

How do you take control of the demonic arms?

Stay on a freshly placed rune until the start of its caster's turn. You take 300 Fire damage, the arm doesn't appear, the glyphs disappear and you play two spells from each arm.

What happens if Kabaal summons five arms?

He summons the Incarnation of Ch'Tyx, who kills the whole team. Place a character, not a summon, on the rune that would complete the five, or kill an arm before his turn.

Which monster should you target first in the Kabaal Ritual?

Inferniripsa, who heals his allies and gives them 2 AP. Kraradia next if you can catch him, Bwarioch last: he's only dangerous in melee.

Can Kabaal be captured?

No, Kabaal can't be captured. No soul stone is needed for this dungeon.

Can you do the Kabaal Ritual with two characters?

Yes, it's even an achievement, in under 40 turns. A tank Pandawa or a Xelor to position Kabaal, a second resilient character, and the boss dead before the second wave of summons.

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Kabaal Ritual

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