Seed result
Seed 1139: Noklateo, Balancers
This record has an event attached. The table below names it and gives its effect in a line, which is the part worth reading before the route is set rather than after.
A recorded special event is what sets this record apart from the other Noklateo seeds, and the dataset files 6 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
- Sorcerers RiseA Sorcerer's Rise with extra puzzles and better reward.
- Churches
- 3



- Stonesword Keys
- 6 to open every EvergaolThis map holds 6 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.
Sorcerers Rise
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.
This is the rarest event in the dataset. Mechanically it is a sorcerer's tower like any other with one difference: three puzzles instead of one, and solving all three releases a buff better than a normal tower's. The extra puzzles are the whole of the difference, so if you have cleared a normal Rise you already know how to approach this one.
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 1139: 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 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 (8)
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.
Night's Cavalry
Field bossGetting 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.
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.
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.
Black Blade Kindred
Field bossMost 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.
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.
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.
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.
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.
