Seed result
Seed 068: Crater, Adel
An extra night boss is recorded on this seed, which is true of only a handful in the dataset. It shows up in the Night bosses list below, labelled with the day it lands on, so you can see which fight it is before you pick a loadout. Worth sending to the squad before the run starts.
An extra night boss is what sets this record apart from the other Crater seeds, and the dataset files 1 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
- Special event
- Extra Boss — Day 2Tip: If you are waiting for an Eventual Greatness from the Scale Bearing Merchant, you will only get your powers once both night bosses are defeated.
- Churches
- 4




- Township
- Present in this seedA small settlement built around a merchant. He looks like the ones scattered across the map, but his stock is deeper. He sells a Stonesword Key to each player, so a squad that stops here leaves with one apiece. Nowhere else in the game is a key certain, and squads running Evergaols route through a Township for that reason alone. He is also the only merchant who sells talismans, and the only one who sells a +2 smithing stone, which is as far as an ordinary smithing table can take a weapon. Buying it can save the squad a run through a Tunnel, the mine that otherwise guarantees that stone. Bring runes.
- 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. The Township in this seed sells a key to each player, the only guaranteed source in the game, and the rest have to be found on the map.
Extra Boss — 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.
Once the first Night Boss is dead and the rewards are collected, a second one spawns, with HP, FP and flasks refilled before it starts. The tell is an absence: if no Site of Grace and no path to the Spirit Shelter has appeared after the first fight, another one is coming. Which boss and which day are both recorded for this seed, and they are named in the boss list further down.
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 068: 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.
Royal Revenant
BasementCast a healing incantation near it and the cast itself damages and stuns it. Part human, part spider, which is what makes its movements hard to read, but the flurries leave clear gaps, slash cuts through it, and holy does not.
Death Rite Bird
RooftopMost of its attacks are slow enough to read, but it leaps and flies to reposition constantly, so a fair part of the fight is spent chasing it. Back off for the ghostflame.
Night bosses
The Duke's Dear Freja
Night 1A two-headed spider armored everywhere but the heads, so those are the only targets that count. The smaller spiders she summons web you down and knock you over, and that is usually what kills people rather than Freja.
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.
Crucible Knight & Golden Hippopotamus
Extra boss, Day 2Starts as a one-on-one against the Crucible Knight. Below half health he raises a knee and stomps out a burst of holy energy, which is when the Golden Hippopotamus arrives. Fire and lightning hurt both of them, and the hippo takes slash on top.
Field bosses (5)
Night's Cavalry
Field bossGetting it off the horse is most of the fight; on foot it loses the charge and the repositioning. It still swings wide, and the hilt slam puts out a shockwave that knocks back everyone inside the circle.
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.
Miranda Blossom
Field bossIt does not move, which makes it easy to leave alone. When the petals close it is about to release pollen across a wide radius that builds poison fast, so back out and come back once it clears.
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.
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.
