Seed result
Seed 1160: Mountaintop, Greg
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.
Traitorous Straghess (Dreglord)
This run ends against Greg, the Dreglord 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
- Holy, Fire
- Resists
- Lightning
- 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.
Four phases, two on each health bar. At the Roundtable every Nightlord in the expedition list shows an icon for its greatest weakness, and this one is hidden. The weaknesses exist; the game simply does not show them to you. They are in the table above.
His damage is physical. The Scarlet Rot runs for the whole fight and the rot itself is not what kills you, but it keeps chipping, which means you are almost never at full health. Anything you are carrying that only works at 100% HP is off for the duration. He also revives at full health in a later phase. Level 15 is the standard recommendation.
There is no Everdark form of this one. It is a campaign finale and it already arrives at full strength.
Record details
- Special event
- Libra Curse — Day 2Enhances attack power depending on runes in possession.
- Churches
- 3



- Township
- Present in this seedA small settlement built around a merchant. He looks like the ones scattered across the map, but his stock is deeper. He sells a Stonesword Key to each player, so a squad that stops here leaves with one apiece. Nowhere else in the game is a key certain, and squads running Evergaols route through a Township for that reason alone. He is also the only merchant who sells talismans, and the only one who sells a +2 smithing stone, which is as far as an ordinary smithing table can take a weapon. Buying it can save the squad a run through a Tunnel, the mine that otherwise guarantees that stone. Bring runes.
- 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. The Township in this seed sells a key to each player, the only guaranteed source in the game, and the rest have to be found on the map.
Libra Curse — 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.
Libra's face flashes on every screen and the party loses 30% of max HP. His position shows as a translucent red circle. He wants 15,000 runes on Day 1 or 35,000 on Day 2, and only one player has to pay. The attack buff that follows scales with the runes each player is holding at the time.
After paying, talk to him again. He offers a set of deals with no cost attached, which is the part almost nobody writes down. Attacking him instead makes him fight back, and killing him also lifts the curse.
The merchant you are looking for is Libra himself, which is also why this event and a Scale-Bearing Merchant marker never appear on the same seed, and why neither of them ever appears on a seed whose Nightlord is Libra. All three are the same creature, and he can only be in one place.
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 1160: 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.
Royal Revenant
BasementCast 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.
Bell Bearing Hunter
RooftopPierce 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.
Night bosses
Great Red Bear
Night 1Big and slow, with everything telegraphed. It roars before it starts, which is free damage, and after that it is a close-range fight with a few AoE swings to step out of.
Dancing Lion
Night 2It cycles through lightning, frost and wind on a rotation rather than at health thresholds, keeping its base moveset and adding a few attacks with each form. Faster than its size suggests, and some of its attacks make a mess of the camera.
Field bosses (6)
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.
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.
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.
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.
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.
Tree Sentinel
Field bossHeavily 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.
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.
