Seed result
Seed 1107: Crater, Balancers
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.
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
- Caligo Raid — Day 1Conceals oneself when faced with threats to life, neutralizing all attacks.
- 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.
Caligo Raid — Day 1
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.
Caligo blankets the map in heavy fog and rains ice crystals that damage and build frostbite. A large red radius marks where it is sleeping. Get there, land a few hits, and it flies off. Go straight to it and the raid is over in under two minutes.
This is the raid, not the Nightlord of the same name. The reward is Cold Mirage: concealment when you are facing life-threatening damage, which neutralises the incoming attack.
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 1107: 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.
Black Knife Assassin
BasementThe feint is what gets people: she leaps in with a counterclockwise slash that is not real, then follows with the clockwise one that is. Most physical damage lands, pierce least of all. Let her come to you rather than chasing.
Draconic Tree Sentinel
RooftopA golden-armored knight on horseback with lightning and fireballs at every range. The raised shield means a single-target bolt; the hammer planted behind him means a wide wave. Poison and Scarlet Rot work unusually well.
Night bosses
Demon in Pain & Demon from Below
Night 1You 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 2Which 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)
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.
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.
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.
Red Wolf
Field bossA giant wolf that casts. It alternates between closing for bites and throwing sorcery from across the arena, and the one to watch is the glintblade: it sidesteps, leaves a floating orb behind, and the orb fires at you a moment later, homing.
Flying Dragon
Field bossIt does not lean on fire the way other dragons do, and every move has a clear cue. Pierce is what works, the head takes extra, and the bite is a feint: it turns its head one way, roars, then snaps from the other side.
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.
