Sources:
http://www.outspark.com/forums/showthread.php?t=142545

Dragon's Tomb (Instance Dungeon)
Location: Burning Rock
Requirements:
- lvl 80+
- Must be in a party
- Must have Dragon Relic (Obtained through Dragon Tomb quest)
Item Recommendations*:
- T4 scrolls
- T3/T4 hp & sp potions
- charms (SC item)
- magic pots (SC item)
- extender (SC item)
- critical suits (SC item)
- Blessing of Teva
Party Suggestions**:
- Fighter (Tank)
- Fighter (2nd Tank/DD)
- Cleric
- Archer/Mage
- Archer/Mage
or
- Fighter (Tank)
- Cleric
- Cleric
- Archer/Mage
- Archer/Mage
*These are merely recommendations. The charms, magic pots, and
critical suits aren't a must, seeing as I only had the crit suit
(doesn't really affect anything except how many crits you hit) and
an extender. It may even be possible without T4 scrolls, but I
haven't tried. I do however STRONGLY suggest taking at least some T3
r T4 sp pots (the reason will be made clear further in the guide).
**Once again, these are merely suggestions. My party started off as
me (tank), a cleric, and a mage. We killed 2 bosses this way, then
my mage left and I was joined by another cleric and an archer.
Killed a 3rd boss this way, then were joined by another archer and
killed the 4th boss. Then one of the clerics d/ced and I had to
force my mage buddy (F0rtune) to join us, and we killed Cornelius. I
DO NOT SUGGEST THAT -.- .
REWARDS:
T4 hp/sp potions
T5 sp potions (restore 2900 sp)
T5 hp potions (restore 3300 hp)
T2~T4 learning scrolls (material comp/decomp)
T2~T4 learning scrolls (potions/scrolls)
Materials (highest quality)
lvl 85 blue armor***
***This armor has the same base stats as the 9x gear (84~90), but
looks like 8x gear. Unlike other blue set gear, these blue do not
add to your base hp/sp (boots still add critical rate), but do
posses the extra abilities that sets offer. In my personal opinion,
these blues are a waste because they lack the hp/sp additions, and
have so rare drops that they do not have any good stats yet.
Monsters:
These are the monsters found inside the dungeon (just add a
“Dungeon” to each name), which don't respawn if you and your party
leave.

-Gargoyle-
Attack Type:
Physical (Melee)
Special:
None
-By far the easiest monsters in the dungeon, the gargoyles come in
groups of 2, have low magic defense, and posses no special attacks.

-Caravan-
Attack Type:
Physical (Melee)
Special:
Heal
Stun
-This monster has the ability to heal itself and other monsters,
which it utilizes quite a great deal. They come in sets of 2-3 and
are always near other mobs, so be careful when pulling other mobs as
these have a tendency to interfere.

-Flame Spirit-
Attack Type:
Magic (Ranged)
Special:
SP Drain (every other hit?)
-These things hurt like hell. Flame spirits come in groups of 2, do
intense magic damage (fireball), and have a special sp drain skill
on every hit (as far as I can tell). I'm not sure how much the sp
drain does, but I know it's at least 5k (my max sp), and most likely
is set to be an instant 0, so watch out. These guys are the reason I
strongly recommend sp pots, seeing as they take away your sp faster
than you can recover it with stones.

-Nerpa-
Attack Type:
Physical (Ranged)
Special:
Blind Shot
Slow Shot
Utmost Arrow?
Distant Shot?
-When I say blind shot, I mean blind shot. It doesn't happen every
time, but when it does you will know. Your entire screen will go
white (I always flip cause I think it's going to give me the
Fiesta.bin error), so try not to freak when you are unable to see
anything for a few seconds (3 to 5). Nerpas come in groups of 2 and
constantly utilize the archer's slow shot skill (all skills listed
above are lvl 100 archer skills =D), which looks like a summoned
arrow that wiggles and moves slowly towards its target, exploding on
impact. Be careful when fighting these with tab-targeting, as the
arrows have a tendency to glitch and are subject to being
tab-targeted. The other skill the nerpa has is one I haven't
determined yet, and is either the distant shot or the utmost arrow.
This skill looks as if the ground is being ripped apart as it comes
at you at incredible speed (the speed of the action is why I am more
inclined to think it is the distant shot and not the utmost arrow).

-Fire Shella-
Attack Type:
Magic (Close Range)
Special:
Summon Flame Walker
-These things have the coolest skill ever!!!! Shellas come in groups
of 2 and summon flame walkers, which look like balls of fire. The
flame walkers do area damage to the place they stand by use of
inferno. Try not to stand where a flame walker stands because their
bodies seem to have a flame shield, which does constant inferno
damage to whoever is standing on it. Just like the slow shot, these
flame walkers have a tendency to become glitched and are targetable,
so watch out for that. They tend to stay around even after the flame
shella is killed, but don't worry, once the shella is dead the flame
walker no longer has any effect.

-Kruger-
Attack Type:
Physical (Melee)
Special:
Fear
Stun
Degro Slash?
Discharge/Volley?
Cross Counter?
-These are also a pain in the ***. The krugers come in groups of 3,
and I strongly suggest not pulling more than 1 at a time. I cannot
be certain which skill they use, but I know for sure they use a form
of discharge/volley or cross counter (lvl 110 fighter skills
=D!!!!!!!). Cross counter blocks the physical damage you do, and
doubles it back at you, whereas discharge/volley are massive AoE
attacks that require either a 1h or 2h weapon respectively. I also
believe they use a form of degro slash (lvl 105 fighter skill
=D!!!!!!!), which does critical damage if I'm reading the skill
correctly (I may be wrong on this one, so don't take my word for
it). They also have the ability to fear, which sucks especially if
you end up running into the other krugers. And watch out because
they do have the ability to stun as well. Basically, these things
are a combination of everything you don't want to fight, so be
careful because drawing multiple will most likely cause near instant
death to you and your party.
Mini Bosses:
A total of 4 mini bosses reside inside the Dragon's Tomb (once
again add “Dungeon” to the name). I think I have them in the correct
order of what the each of the doors say, but I may be mixed up. Each
of the mini bosses spawn 2 caravans when they fall below ¼ hp.

-Giant Megmaton-
Attack Type:
Physical (Melee)
Special:
Stun
Shield Disarm
-The easiest of the mini bosses, the giant megmaton doesn't really
do much other than punch you. I think it does stun, but I can't
remember. It has low magic defense, so a mage makes things go much,
much, quicker. If you are tanking with a shield, be sure to keep
your inventory window open as this thing will knock it off from time
to time.

-Big Mudman-
Attack Type:
Physical (Melee)
Special:
Fear
T4 Poison
-This looks like a giant mummy doesn't it? The only thing you really
need to watch out for is the fear, which may end up running you into
the other mobs in the room if you didn't pull it back far enough.
The T4 poison is just a nuisance because it can't be cured by a
cleric.

-Fire Titan-
Attack Type:
Magic (Ranged/Close Range)
Special:
A wide range AoE
Shield Disarm
Stun
-This one is kind of squishy, but does pretty good magic damage so
watch out. That AoE skill is very weird, and is difficult to
explain. It isn't so much a circle AoE, but almost more of a line
AoE. If you are tanking it, you should notice that its first 2
attack do very low damage (less than 90 to me with axe equipped),
but it suddenly kicks in a fairly powerful attack, which does some
fairly monstrous damage. This one also has the ability to knock off
a players, so just watch out for that if you like using shields. Oh,
and i just found out, this thing can stun too (happened to my
teammate).

-Weasle-
Attack Type:
Physical (Melee)
Special:
Fear
T4 Poison
Blind
-I think this one looks the coolest, and it's, by far, been the
favorite among all my friends. There isn't anything to watch out for
with this one except the T4 poison and fear.
Main Boss:
This is the big one, and it's the only one you are required to
kill to complete the dungeon.
Here is a closeup:

-Cornelius-
Attack Type:
Physical (Melee)
Magic (Ranged/Close Range)
Special:
AoE Fire
Fear
Neutralize
-So here we go. This guy isn't that god-awful difficult, just
annoying. He uses the neutralize skill (lvl 110 archer…why they give
a dragon an archer skill is beyond me), as well as an AoE fire (it's
the Mini Dragon KQ all over again just no jump), so just make sure
your healer and mage/archers stay back. With the neutralize skill be
sure to keep your inventory open at all times, as well as making
sure your first slot, and the area around it, is free of items so
that you can easily reequip your weapons. Just watch for when
Cornelius backs up, and be ready to click your first slot, because
when he jumps forward (body slam archer skill @_@?) is when your
weapon is removed. Also, Cornelius spawns the Giant Megmaton at ¾
hp, and the Fire Titan at ¼ hp. Other than that, you should be just
fine. Oh, and watch out for fear.
Layout:

-Map of Dragon's Tomb-
Even though each dungeon is unique to each party, the map, the mobs,
and the treasure chest locations are all the same (I'll come to the
chests in a minute). You are not required to kill anything but
Cornelius, although you will anyway, so if you don't want to go for
the mini bosses you don't have to.
Now on to the chests. There are a total of 5 chests in the dungeon,
marked above (not exact but close), containing an assortment of
items, including T5 pots and skill recipes, as well as a key. There
are 4 silver keys (silver dots), one for each mini boss (the silver
keys may be used on any of the mini boss doors (small black dots)
and are not restricted to a certain mini boss), and a gold key (gold
dot) to open Cornelius' door (giant black blob). Although mobs are
all around the dungeon, an exceptionally large group typically
guards the chests, so when you're going for the chests, be ready to
fight for ‘em.
With that I conclude this guide. I do not know of anything else to
tell you about it, and am not here to give strategies and such. The
rest is up to you.