Seed result
Seed 067: Crater, Adel
Six or fewer distinct field bosses are recorded here, which is thin next to most seeds. That says something about how much there is to detour for, not about how hard the run will be. Each one that is present is named below, with what the fight involves.
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
- Special event
- Fellomen — Day 2Newly found Sites of Grace raise attack power.
- 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.
Fellomen — Day 2
The day is fixed by the seed and it is written above. The minute is not: the same seed can fire the same event at different times, so treat this as something to be ready for rather than something to set a clock against.
The Fell Omen picks exactly one player, marks them with a red dot, and pursues that target across the whole map, teleporting to catch anyone who tries to run. The translucent red circle over the whole map is there to say there is nowhere to go.
The reward buff does not work the way the in-game text reads. It says graces the player touches, but the buff only moves when you create a grace that did not exist before, and the only way to do that is to kill a boss. The ceiling is ten: eight field bosses plus the Night 1 and Night 2 bosses. So the run comes with a field objective attached: kill bosses to build the reward.
If the targeted player dies even once the raid fails, and the whole team carries a permanent debuff taking 10% extra damage from every source for the rest of the run.
Only one event can happen per expedition, and which ones are possible depends on the Nightlord. So this is the event for this run, with nothing else queued behind it.
Bosses in this seed
The castle, the night bosses and the bosses placed around the map are fixed for seed 067: 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 Crucible Knights
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.
Crucible Knights are the draw most squads hope for. They hit harder and take more punishment than Banished Knights, but the runes and the rarity of what they drop make clearing this castle one of the best trades of time for value in the game. They are also a long-standing Elden Ring enemy, so players who know the base game tend to get through them without much trouble.
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.
Ancient Hero of Zamor
BasementAround 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.
Ulcerated Tree Spirit
RooftopThe 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.
Night bosses
Night's Cavalry Duo
Night 1Two of them, one with a glaive and one with a flail. Whichever one nobody is holding will be free to hit whoever is busy, so the team has to split.
Ancient Dragon
Night 2Several of its attacks are AoE and can wipe a team in a couple of exchanges. Below 75% health red lightning starts running through its body, adding a lightning follow-up to most of them. Pierce works, the head takes double, and stance breaking does not.
Field bosses (5)
Ancestor Spirit
Field bossA spectral deer. The antler sweep covers a wide arc to either side, so the space beside it is the dangerous place to stand, but the windup is slow enough to read.
Grafted Scion
Field bossFast 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.
Erdtree Avatar
Field bossIt deals Holy damage and resists Holy, so a holy loadout is the wrong answer twice over; fire does roughly double. A headless stump with a huge staff, slow and easy to read, but the leaping body slam sends out a shockwave when it lands.
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.
Leonine Misbegotten
Field bossA greatsword swung with more strength than technique, fast and heavy, but the bigger attacks leave openings wide enough that patience beats trading. Watch the stomp, which rolls straight into a spin and a half with the blade out. Slash and fire both work.
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.
