Seed result
Seed 225: Crater, Fulghor
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.
Fulghor, Champion of Nightglow
This run ends against Fulghor, the Darkdrift Knight 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
- Resists
- Holy
- 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.
Lightning is the weakness here. The bow is the tell worth memorising: once it is readied the targeting reticle vanishes and a faint golden line traces where the greatarrow will land, followed by a large explosion.
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
- Libra Curse — Day 1Enhances attack power depending on runes in possession.
- 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.
Libra Curse — 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.
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 225: 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.
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.
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
Centipede Demon
Night 1The tail can be cut off, which helps, but the severed piece keeps attacking until you kill it and the tail eventually grows back. No lava pool here, unlike its Dark Souls original.
Outland Commander
Night 2It opens by summoning two spectral Banished Knights, and that animation is a free window. The Knights hit harder than he does, and he is slow and hard to stagger, so they are the first problem.
Field bosses (5)
Night's Cavalry
Field bossGetting 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.
Demi-Human Queen
Field bossHer 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.
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.
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.
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.
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.
