Seed result
Seed 066: Crater, Adel
The Old Gaol is in this seed. Opening it costs a Stonesword Key, the same as any Evergaol, and keys are what an Evergaol route runs short of. The difference is that you are spending this one on a fight you already know about instead of on finding out. Everything else the record holds is written out further down, and the URL points at this one seed if you want to hand it to someone else.
The Old Gaol is what sets this record apart from the other Crater seeds, and the dataset files 10 of 50 the same way.
Adel, Baron of Night
This run ends against Adel, the Gaping Jaw expedition. The damage types below are what the map view shows on the status card, written out here so you can plan a loadout before opening the map.
- Weak to
- Poison, Scarlet Rot
- Resists
- Lightning, Fire
- Immune to
- Madness
These are read from the game itself and listed in order of importance rather than converted from negation percentages. Those percentages use a sign convention that gets inverted often enough in published tables to produce pages claiming a Nightlord resists the exact thing it is weak to.
A wyvern-like creature whose head is essentially a mouth. The swallow attack is the one to respect, and phase two adds lightning erupting from the ground as purple geysers.
Its Everdark form is what gave that mode its reputation. Trio results were poor enough that a lot of players went back and soloed it, and poison weapons being hard to come by did not help.
This one has an Everdark Sovereign form: the same fight with an extra phase, a much larger health pool, and the opening moved to what was the second phase. Beat the standard version first and you get access to it.
Record details
- Churches
- 4




- Stonesword Keys
- 4 to open every EvergaolThis map holds 4 Evergaols, and opening one is the only thing a Stonesword Key does in the game. What is sealed behind each one stays hidden until the key goes in, which is the part the seed settles ahead of time. There is no Township in this seed, so every key has to be found on the map.
- Old Gaol
- Present in this seedAn optional encounter rather than a scheduled event, and from outside it looks like any other Evergaol. Without the seed, a squad spends a Stonesword Key to find out what is sealed inside, and keys are the part of an Evergaol route that runs short. The flag on this record is the difference between spending one blind and choosing to. The boss behind it comes from outside the normal Evergaol set and is harder than the standard ones, and clearing it pays a golden Dormant Power worth 30,000 Runes of the Strong, against the 10,000 or 20,000 a normal Evergaol returns. Three bosses pay that much and grant the achievement: Ancient Dragon, Godskin Duo and Death Rite Bird. Of the three, Death Rite Bird is usually the most manageable, especially with a holy weapon.
Bosses in this seed
The castle, the night bosses and the bosses placed around the map are fixed for seed 066: open it again and the same bosses are waiting in the same places. A field boss marker points at the ground it holds rather than the exact step it stands on, so expect to find it moving around nearby. Knowing which ones you are walking into decides what damage type to build and which detours are worth the time.
Castle, held by Trolls
This is the Limveld Castle, the fixed structure near the centre of the map, and the pattern behind it never changes: a guard faction, one chest, one boss in the basement and one boss on the rooftop. What the seed decides is which of the three factions is holding it and which bosses are inside. Noklateo is the one Shifting Earth that removes it. The Great Hollow has castles of its own, but they are built to a different plan and hold a different spread of enemies, so nothing described here applies to them.
Trolls are the version that ruins runs. They carry by far the largest health pools of the three and, oddly, hand back the fewest runes. The bigger problem is their size and their reach: they throw giant pots at range, so even a route that only passes near the castle on the way to something else can get someone sniped.
The chest holds a talisman, and the path to it does not open until the basement boss is dead. That there is a talisman in it is fixed. Which talisman is not: it is rolled when the chest opens, so the same seed can hand you any talisman in the game, which is why nothing on this page names it. It pays out as a Dormant Power, so in a trio all three players get one.
Neither castle boss is unique to the castle. Both are stronger versions of bosses that also appear as field bosses, with more health, more damage and bigger rewards. Killing the basement one opens the path to the chest, and with it a shortcut that lets you cross the castle from the inside. The rooftop one is the reason to make the climb: every boss carries a small chance of dropping a legendary, and this one carries a higher chance than normal. It is a chance and not a guarantee. The only guaranteed legendary comes from the Crater event, which converts an item you are already carrying rather than leaving it to a drop.
Grafted Scion
BasementFast swordwork from one or two blades at once, coming from angles that change each time, with sudden area attacks mixed in. The pause at the end of a combo is your window.
Bell Bearing Hunter
RooftopPierce roughly doubles on it and lightning lands well, while standard, slash and strike are all resisted. It is aggressive at close and mid range but the attacks are slow, and it can be parried, though a stance break costs two parries rather than one.
Night bosses
Gaping Dragon
Night 1One of the easier ones. Cut the tail off early. It drops loot and it shortens the tail sweep, which otherwise reaches further than it looks like it should. The ribcage slam leaves it stunned afterwards, and lightning gets through better than anything else if you have it.
Outland Commander
Night 2It opens by summoning two spectral Banished Knights, and that animation is a free window. The Knights hit harder than he does, and he is slow and hard to stagger, so they are the first problem.
Field bosses (5)
Golden Hippopotamus
Field bossIt pauses after each attack, and those pauses are where the fight is won. The jaws-open charge is the dangerous one: it grabs you and slams you repeatedly, and the lunging bite reaches further than the animation suggests. Fire and lightning both do double.
Ulcerated Tree Spirit
Field bossThe whole fight is learning which of its movements actually have a hitbox. It flops and twists constantly and most of that is harmless, which makes the real attacks easy to miss.
Ancient Hero of Zamor
Field bossAround 60% health it drops to its knees and channels frost into the sword, and from then on its strikes build frostbite. Before that it is a fast swordfighter with repeating windups, so the speed is the problem rather than the reading. Fire and lightning both work well.
Tree Sentinel
Field bossHeavily armored and mounted, with a halberd that reaches further than you want it to, and a horse that hits you as well. It takes full damage from lightning and shrugs off fire and holy.
Demi-Human Queen
Field bossHer poise is low, so stance breaks come quickly. The opener is usually a staff slam into a sideways drag along the ground, and getting through both buys you a pause. Fire, poison and scarlet rot all work; madness does nothing.
This result is based on the dataset for game version 1.03.2. If a game update changes a layout, use the Bug Report button in the footer and include the seed ID. See the methodology page for provenance, update practices, and known limitations.
