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Seed 1171: Rotted Woods, Greg

There is a Township in this layout. Its merchant sells a Stonesword Key to each player, and that is the one place in the game where a key is guaranteed rather than rolled. Plenty of records on every map do without one, so for a squad planning Evergaols his position on the map above is a fixed stop rather than a maybe. This URL is a single dataset record and nothing more, so it reads the same way in a squad chat as it does in a bug report.

A Township is what sets this record apart from the other Rotted Woods seeds, and the dataset files 10 of 50 the same way.

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.

This seed works in your favour

The map and the Nightlord are rolled independently, so now and then they land in a combination that hands you something. Here is what this record lines up.

  • Two of the effects you can pick up during a run only work while you are at 100% HP: Improved Attack Power at Full HP and Improved Damage Negation at Full HP. They come from weapons and talismans you happen to find, so carrying one is luck, but Scarlet Rot chip damage is enough to switch either of them off. The Favor of the Rotted Woods nullifies Scarlet Rot outright, on top of raising max HP and returning part of your health when you attack after taking damage. The Dreglord inflicts Scarlet Rot, so finishing this Shifting Earth is what keeps a full-HP effect live in the last fight. Leaving it unfinished costs you before that, too: the Night 2 boss is fought inside the woods with the rot still running on you, in any mode.

Record details

Special event
Gnoster Plague — Day 2Attacks obtain a great amount of runes from enemies on rare occasions.
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
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. 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.

Gnoster Plague — 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.

A locust swarm arrives as a dark cloud and anyone it hits loses a level. Each cloudy burst throws the swarm in a direction, and following it leads to the Sentient Pest. Killing it pays out enough runes for everyone to buy the lost levels back.

The rune chance the buff grants is flat per hit. It does not scale with combo count, so it is strong for normal-attack melee and weak for magic builds, purely because of how many hits each one lands.

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 1171: 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.

  • Red Wolf

    Basement

    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.

  • Death Rite Bird

    Rooftop

    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.

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.

  • Artorias

    Night 2

    Hard to read, with only small tells before each attack. Holding about twice his reach of distance works even for melee, and rolling out is more reliable than trading.

Field bosses (14)

  • 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.

  • 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.

  • 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.

  • 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.

  • Black Knife Assassin

    Field boss

    The 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.

  • 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.

  • 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.

  • 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.

  • Tree Sentinel

    Field boss

    Heavily 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.

  • Flying Dragon

    Field boss

    It does not lean on fire the way other dragons do, and every move has a clear cue. Pierce is what works, the head takes extra, and the bite is a feint: it turns its head one way, roars, then snaps from the other side.

  • 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.

  • 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.

  • 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.

  • 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.

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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