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Seed 1100: Mountaintop, Balancers

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 Mountaintop seeds, and the dataset files 8 of 50 the same way.

Weapon-Bequeathed Harmonia

This run ends against Balancers, the Balancers 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
Sleep, Strike
Resists
Holy, 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.

Not one enemy but seven valkyries in white armour, fought in escalating phases. Clear it and the Dreglord becomes available.

Sleep is the listed weakness and it is visible at the Roundtable like any other. It reads like a secret and is not one.

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
Night Horde — Day 2Improves the charging speed of Ultimate Art gauge.
Churches
3
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.
Scale-Bearing Merchant
Present in this seedHe deals in offers rather than goods, and every one of them takes something back. What he puts up is drawn at random. Killing him is also an option: he drops a talisman, rolled the same way the castle chest rolls one, but he does not go down easily.
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.

Night Horde — 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.

A blue mist appears, and approaching it spawns a group of enemies to clear. What spawns is not decided by the seed, so this page will not tell you what to expect. Reports vary run to run, and any list claiming a fixed composition is describing one run rather than the event itself.

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 1100: 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.

  • Bell Bearing Hunter

    Basement

    Pierce 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.

    The Bell Bearing Hunter is not a hard fight in the field or at night. The basement is what changes it. More health, more damage, and a sword that reaches across most of the room, in a space with no room to back off. At launch it was a running joke: players would see him down there and immediately back out.

  • Royal Carian Knight

    Rooftop

    Breaking its stance or parrying it only stuns it for a moment, with no critical at the end, which makes it unusual. Armored knight and armored horse together, glintstone sorcery mixed into the melee, and lightning is the damage type that passes through cleanly.

Night bosses

  • Demon in Pain & Demon from Below

    Night 1

    You fight both at once: the Demon in Pain in darker red, the Demon from Below in lighter orange. They sweep poison breath in wide arcs and slam the ground for fire explosions, and neither can be poisoned or frostbitten. Slash and blood loss work.

  • Demon Prince

    Night 2

    Which version you fight depends on which Day 1 demon died last. The Demon in Pain gives a black-red variant with meteorites and the widest damage windows; the Demon from Below gives an orange one with lasers and an aerial sweep.

Field bosses (6)

  • Miranda Blossom

    Field boss

    It 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.

  • Leonine Misbegotten

    Field boss

    A 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.

  • Demi-Human Queen

    Field boss

    Her 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.

  • Ulcerated Tree Spirit

    Field boss

    The 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.

  • Tree Sentinel

    Field boss

    Heavily 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.

  • Magma Wyrm

    Field boss

    Fire is close to useless here, which catches people out on a boss that spits lava. Physical damage works instead, and the head takes extra. Molten breath and the scalesword cover a lot of ground between them, and a confined arena makes that worse.

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.

Recluse Castle

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