Seed result
Seed 147: Crater, Maris
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.
Maris, Fathom of Night
This run ends against Maris, the Augur 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
- Lightning, Slash
- Resists
- Fire, Magic, Strike
- Immune to
- Madness, Blood Loss, Poison
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.
Bring lightning. Maris is also the Nightlord the Augur Raid takes its name from. It shrugs off more than most: Fire, Magic and Strike damage are all resisted, and it is immune to Madness, Blood Loss and Poison on top of that, so fewer loadouts work here than usual.
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
- MausoleumGrant you the right to duplicate one piece of equipment.
- 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.
Mausoleum
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.
If nobody has found it, a red circle eventually appears marking where it is. Entering lets the party duplicate any weapon they are holding, legendaries included, one copy per player for the whole expedition.
Outside Noklateo and the Great Hollow, which carry duplication of their own, this is the only way to copy anything. A seed with a Walking Mausoleum on it is the difference between having that option in the run and not having it at all.
The copy does not have to be of your own gear, which is where a squad gets more out of it than a solo player. Three players can put all three uses on the same find: three copies handed to whoever it suits best, so they finish holding four of it and stack the effect, or one copy each so everybody carries the thing that keeps them alive.
You do not knock it down. Breaking the debris off its legs to topple it is Elden Ring behaviour and it does not carry over: here the Mausoleum is stationary, and the mobility Nightfarers have means you climb its legs and enter from above.
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 147: 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.
Ancient Hero of Zamor
BasementAround 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.
Magma Wyrm
RooftopFire 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.
Night bosses
Grafted Monarch
Night 1When he swings the axe into a cyclone around himself, stop using ranged attacks, because it reflects projectiles. He can be stance-broken for a critical, and if you press him hard he grows a thorned tail and sweeps with it.
Fallingstar Beast
Night 2Magic, fire, lightning and holy all get through, so bring whatever you have. Most of what it does travels in a straight line, so strafe rather than roll, and the recovery after each attack is long. It still crosses the arena faster than its size suggests.
Field bosses (5)
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.
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.
Flying Dragon
Field bossIt 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.
Ulcerated Tree Spirit
Field bossThe 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.
Red Wolf
Field bossA 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.
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.
