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Seed result

Seed 1166: 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
Augur Raid — Day 1Grant the effect: Using flask also restores FP.
Churches
4
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. There is no Township in this seed, so every key has to be found on the map.

Augur 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.

Giant blue spheres spawn across the map, and touching one teleports that player into the fight against Augur. Winning it means flasks restore Focus Points as well as health for the rest of the run. The orbs do not ask first, though, which is the hazard worth routing around: a player crossing the map on the way to something else can be pulled into the fight whether or not the squad was ready for it.

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 1166: 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 Trolls

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.

Trolls are the version that ruins runs. They carry by far the largest health pools of the three and, oddly, hand back the fewest runes. The bigger problem is their size and their reach: they throw giant pots at range, so even a route that only passes near the castle on the way to something else can get someone sniped.

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.

  • Leonine Misbegotten

    Basement

    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.

  • Draconic Tree Sentinel

    Rooftop

    A 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.

Night bosses

  • Death Knights

    Night 1

    One Twin Axe knight first, then three more together: two with Longhaft Axes and one with Twin Axes. The moveset is not the problem, the number is. Split them up and take them one each.

  • Dancing Lion

    Night 2

    It 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)

  • 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.

  • 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.

  • 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.

  • 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.

  • Magma Wyrm

    Field boss

    Fire is close to useless here, which catches people out on a boss that spits lava. Physical damage works instead, and the head takes extra. Molten breath and the scalesword cover a lot of ground between them, and a confined arena makes that worse.

  • 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.

Recluse Castle

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