Seed result
Seed 1117: Great Hollow, Balancers
This is one of the denser layouts in the dataset, with fifteen or more distinct field bosses recorded on it. The boss list further down runs long because of that, and reading it before you drop is the difference between picking detours and stumbling into them. Send the link to whoever is routing.
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
- Frenzy TowerGrant 2 Dormant Powers. One of them madness related.
- Churches
- 4




- 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.
Frenzy Tower
This is one of the three events that are already in the map when you drop rather than triggering partway through the run, so you can fold it into the route instead of reacting to it.
A Frenzied Flame Tower on the map has been augmented. Looking directly at it builds Madness, so at range you break line of sight behind terrain, because solid terrain interrupts the eye.
The objective is every worshipper, the ones on top and the ones on the ground. Missing the group on the ground is the usual reason the event looks like it refuses to complete.
Two rewards drop, a purple and a blue. The purple slot always holds Vyke's War Spear and the Frenzied Flame Seal. Madness is a status rather than an element and almost no weapon rolls it, but both of those guaranteed drops carry heavy Fire damage. The fire earns the detour more often than the Madness does.
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 night bosses and the bosses placed around the map are fixed for seed 1117: 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.
Night bosses
Divine Beast Warrior & Curseblade
Night 1Both spawn together, and the Curseblade opens by impairing your vision while the Divine Beast Warrior slams down lightning. Kill the Curseblade first: it is the weaker of the two, and the curse goes with it.
Mohg
Night 2The Lord of Blood hits hard and builds Blood Loss, but he is slow enough to punish. Most of what he does covers a wide area, so mid range is the safer place to stand.
Field bosses (17)
Battlefield Commander
Field bossTanky and hard to stagger, but slow. He summons Exile Soldiers, and the summon animation is the longest opening you get. He will call more later, so clearing the first wave does not end it.
Royal Revenant
Field bossCast 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.
Draconic Tree Sentinel
Field bossA 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's Cavalry Duo
Field bossTwo 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.
Crucible Knight & Golden Hippopotamus
Field bossStarts 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.
Dragonkin Soldier
Field bossSlow, but with long reach and delayed swings that punish an early roll; wait the delay out and there is room to close in afterwards. Slash gets through at full damage where lightning barely does, and a stance break gives you a critical.
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.
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.
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.
Bell Bearing Hunter
Field bossPierce 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.
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.
Black Knife Assassin
Field bossThe 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.
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.
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.
Elder Lion
Field bossA chained beast with a sword fused into one arm. It is faster than something that size should be and its hits can break a guard, but the big swings leave room to answer.
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.
