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Seed result

Seed 1132: 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

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 1132: 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

  • 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 (17)

  • Battlefield Commander

    Field boss

    Tanky 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.

  • 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.

  • Godskin Duo

    Field boss

    The Apostle uses a twinblade and a sickle that yanks you into close range; the Noble thrusts and answers distance with Black Flame. Separate health bars, unlike Elden Ring, and the survivor will not bring the other back.

  • 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.

  • Crucible Knight & Golden Hippopotamus

    Field boss

    Starts 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.

  • Bell Bearing Hunter

    Field boss

    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.

  • 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.

  • 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.

  • 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.

  • Erdtree Avatar

    Field boss

    It 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.

  • 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.

  • Black Blade Kindred

    Field boss

    Most of what it does is slow and well signposted. The exception is Fury of the Kindred, a five-hit combo with awkward gaps between the slashes; when the sword comes up to the left of its face, sprint out rather than roll.

  • Red Wolf

    Field boss

    A 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.

  • Elder Lion

    Field boss

    A 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.

  • 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.

  • 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.

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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