Seed result
Seed 1165: Crater, 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
- Balancers Raid — Day 1Rise from near-death unaided on occasion. Attack power increases after rising from death.
- Churches
- 4




- 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.
Balancers Raid — Day 1
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.
The Balancers abduct you and drop you in three locations, the new swamps among them, with enemies to kill before you get your flask charges back.
Killing each Balancer returns one flask. Killing all three returns all three and grants the power that gives you a chance to revive when you go down.
The cost is a flat three flasks, not half your charges. Players normally start with three, so anyone who has not reached a church yet drops to zero.
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 1165: 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 Banished 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.
Banished Knights are the middle option. They are not much of a wall, and both the runes and the rarity of what they leave behind are modest. If the castle is on the route, this is the version that costs the least time and the least skill to clear.
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.
Black Knife Assassin
BasementThe 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.
Death Rite Bird
RooftopMost 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.
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)
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.
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.
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.
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.
Royal Carian Knight
Field bossBreaking its stance or parrying it only stuns it for a moment, with no critical at the end, which makes it unusual. Armored knight and armored horse together, glintstone sorcery mixed into the melee, and lightning is the damage type that passes through cleanly.
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.
