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Seed result

Seed 1125: 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
Gladius Raid — Day 2Successive attacks restore stamina and hasten stamina recovery for self and nearby allies.
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.

Gladius Raid — 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.

Three red circles appear on the map and everyone starts losing health continuously. Each circle holds a one-headed sundered Gladius that has to die before the raid ends, and swarms of smaller Tricephalos enemies get in the way while the drain keeps running. Three separate objectives, with your own health as the clock counting them down, is what puts this raid in a different category from the rest.

The health drain runs on the whole party for as long as the raid is active, so this is the one raid that can end a run rather than slow it 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 night bosses and the bosses placed around the map are fixed for seed 1125: 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 1

    Both 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 2

    The 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 (16)

  • Valiant Gargoyle

    Field boss

    Stone, and much quicker than stone should be. It carries a sword and a halberd and swaps between them mid-fight.

  • Morgott

    Field boss

    Long combos with delayed wind-ups, which is what breaks people's dodge and parry timing, and parrying is expensive at three per stance break. He throws spectral daggers, rains spectral swords across a wide area, and erupts into flame at close range. Slash is the answer.

  • Dragonkin Soldier

    Field boss

    Slow, 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.

  • Smelter Demon

    Field boss

    Slow and linear, and one of the more forgiving fights you will get. The exception is the lunge into a sword thrust, which closes distance faster than the rest of his moveset suggests.

  • Great Wyrm

    Field boss

    Carries a giant scalesword and spits magma that stays on the ground and keeps burning. The head takes the most damage and can be staggered, but the head is also the part that never stops moving.

  • Tree Sentinel

    Field boss (2 locations)

    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.

  • Night's Cavalry

    Field boss

    Getting 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.

  • Black Knife Assassin

    Field boss

    The 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.

  • Ancient Hero of Zamor

    Field boss

    Around 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.

  • Ancestor Spirit

    Field boss

    A 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.

  • Royal Revenant

    Field boss

    Cast 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.

  • 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.

  • Grafted Scion

    Field boss

    Fast 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.

  • Death Rite Bird

    Field boss

    Most 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.

  • 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.

  • Golden Hippopotamus

    Field boss

    It 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.

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.

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