Overview
The retelling of your adventures has set Osmon's imagination aflame with visions of perilous passages and mighty sentinels. He wonders, however, if dwelling in the damp has weakened the guardians; if, before rust and decay set in, that they had once been far more powerful. You cannot help but ponder the possibilities, your thoughts drifting as Osmon's hypothetical scenario plays out in your mind...
Enemies
- Atropine Spore: A large donut AoE with the inside of the enemy's hitbox safe. Has a late AoE telegraph.
- Deracinator: Heavy-hitting telegraphed tankbuster.
- Frond Affront: A gaze attack that requires players to look away.
- Left/Right Sweep: A cleave to the left/right of the enemy, making the right/left safe. Has a late AoE telegraph.
- Creeping Ivy: A frontal cone AoE. Has a brief AoE telegraph.
- Honeyed Left/Right/Front (Udumbara): Conal AoE in the direction of the attack name. Has a late AoE telegraph. Players can remain in front of the boss to dodge two of these attacks. If Honeyed Front, move behind it.
- Bloody Caress (Sapria): Telegraphed wide frontal cone AoE. May overlap with the Honeyed attacks from the other enemy, so be aware.
- Acorn Bomb (Dryad): Telegraphed circular AoE.
- Arboreal Storm (Dryad): A large circular AoE around the enemy that requires players to move far away. Has a late AoE telegraph.
- Uproot (Odqan): Telegraphed circular AoE.
- Gelid Gale (Odqan): Telegraphed circular AoE.
- Hells' Nebula: Reduces all players' HP to 1.
- Infernal Weight: Moderate partywide damage and applies Heavy, decreasing movement speed. Stack in front of the enemy to bait the next attack.
- Dominion Slash: Turns to one random player and uses a telegraphed frontal conal AoE.
- Infernal Pain: Moderate partywide damage and applies Bleeding, inflicting damage-over-time.
- Blighted Gloom: A circular AoE around the enemy that requires players to move away. Has a late AoE telegraph.
- King's Will: Increases damage dealt for 12 seconds. Its buffed auto-attacks will deal tankbuster damage.
Encounter Notes
- One Aqueduct Belladonna and one Aqueduct Kaluk will be patrolling the center room. Two groups of three enemies will be in the side rooms.
- Two Aqueduct Armors and two Sil'dihn Dullahans will be patrolling this room. Players should be careful to only engage one enemy at a time as fighting more than one can quickly lead to a wipe.
- The tank should first pull the Aqueduct Armor patrolling north into just pass the northwest corner and defeat it. Afterwards, pull the Dullahan who will be nearing that part of the room. Then pull the second Armor either to the northwest corner or to the nook in the middle of the room. Finally, defeat the remaining Dullahan.
Boss Notes
- Failing any boss mechanic will result in a Damage Down debuff.
- Shortly after engaging the boss, the arena will be surrounded with a purple AoE that will inflict bleed to players who stand in it. Each player should be assigned a cardinal position for a spread mechanic.
- Throughout this battle, the boss will augment its tail with one of three elements (lightning, wind, or ice) determining the effects of several of its attacks.
- Waymarks should be placed according to this video to simplify one mechanic.
- Shortly after engaging the boss, the arena will be surrounded by a border of fire that will inflict Burns to any player who steps in it, dealing heavy damage-over-time. The arena is a 3x4 arrangement of square tiles, which is important for resolving some mechanics.
Boss Encounters
Silkie
- Fizzling Suds: Augments tail with lightning (yellow).
- Soap's Up: Triggers an attack from the boss depending on the imbued element. Since it always uses lightning first, it will initially release untelegraphed conal AoEs hitting the intercardinals from where the boss is facing, making the relative cardinals safe. This first usage mostly serves as a tutorial, as lightning was not present in variant mode.
- Dust Bluster: Telegraphed knockback ability inflicting minor physical damage. Can be prevented with sufficient shields or knockback immunities.
- Fresh Puff: Spawns three untargetable Silken Puff adds in a triangular formation. Two of them will be yellow (lightning) and one will be blue (ice).
- Bracing Suds: Augments tail with wind (green).
- Squeaky Clean: The boss will cleave a 90 degree area in front of it two times, then cleave a 225 degree area, leaving around a third of the arena safe. The safe spot for all cleaves is on the same side as where the boss initially starts. All Silken Puffs that are hit by the cleaves will have their element changed into the one the boss is imbued with. In this case, two puffs will become green (wind), while the third that was not hit will remain yellow or blue.
- Chilling Suds: Augments tail with ice (blue).
- Slippery Soap: The boss will target a random non-tank player with a line stack AoE marker and then charge at the targeted player. The remaining three players should be in front of the targeted player, or the targeted player will take lethal damage. Any Silken Puffs that are hit by the cleaves will have their element changed into the one the boss is imbued with. The stack AoE has additional effects depending on what element the boss is imbued with. Because ice is imbued, all players must be moving when they are hit by the stack, or they will be incapacitated for several seconds with Deep Freeze. After charging to its target, the boss will also release an untelegraphed plus-shaped AoE, making the relative intercardinals at max melee range safe.
- Carpet Beater: Telegraphed heavy-hitting physical tankbuster. The boss will also jump to the targeted player.
- Soaping Spree: Triggers the Soap's Up attack from the boss and all silken puffs depending on the imbued element(s).
- Lightning will trigger untelegraphed conal AoEs hitting the intercardinals from where the enemy is facing, making the relative cardinals safe.
- Wind will trigger an untelegraphed arena-wide donut AoE with a safe spot inside the hitbox of the enemy.
Gladiator of Sil'dih
- Flash of Steel: High party-wide magical damage that should be mitigated.
- Specter of Might: Summons two clones (Gladiator Mirage) in the northeast and northwest corners. Each clone will glow 1-3 times, with a red glow meaning that the clone will keep glowing, and a yellow glow meaning the clone has finished glowing. One clone will always glow one more time than the other. Once the glows are complete, each clone will then charge a certain distance based on how many times it glowed and use a 180 degree cleave in front of it after stopping (Rush of Might). Immediately after the first cleaves, each clone will use a backwards 180 degree cleave, requiring the party to dodge into the area that was initially hit by both cleaves. The charge distance will be indicated by the lines on the floor. This mechanic will then repeat, with the clones now spawning in the southeast and southwest corners.
- Either one clone will glow once and the other twice, or one twice and other thrice. The first pattern can be dodged by starting at the tip of one of the lines on the floor. For the second pattern, waymarks can be placed to indicate where to start.
- Sculptor's Passion: Telegraphed line stack AoE that deals heavy magical damage and should be mitigated. The tank must be in front, as they will take tankbuster-level damage.
- Mighty Smite: High damage physical tankbuster.
- Curse of the Fallen: Assigns various debuffs to players.
- Echo of the Fallen: Each player will receive this debuff. When the timer expires, they will emit a medium-sized AoE that deals moderate damage and requires players to be spread.
- Lingering Echoes: One player will receive this debuff. When the timer expires, they will emit a medium-sized AoE that will pulse for a few seconds and should be avoided.
- Thunderous Echo: One player will receive this debuff. When the timer expires, they will emit a medium-sized AoE dealing damage that should be shared among at least 2 players, or taken solo with mitigation.
- Either Echo of the Fallen (spreads), or Lingering Echoes/Thunderous Echo (residual AoE/stack) will resolve first, which can be determined based on the debuff timers.
- Ring of Might: The boss will spawn 3 concentric circles and then glow 1-3 times, indicating the size of a point-blank AoE attack it will perform, the range of which is indicated by the circles. Upon using the attack, it will follow up with a donut AoE that will hit the previously safe area.
- To solve, each player should move to their assigned cardinal and be in the safe area from the point-blank AoE using the rings as a guide. The first set of debuffs will resolve with the point-blank AoE. Afterwards, move inwards and remain spread in assigned cardinals, as the second set of debuffs will resolve immediately after the donut AoE. The usual strategy is to take the stack solo with shields/mitigation. The player who was assigned the lingering AoEs debuff should immediately move out of them to avoid excess damage.
Shadowcaster Zeless Gah
- Show of Strength: High party-wide magical damage that should be mitigated.
- Infern Brand (first usage): Summons four Balls of Fire (two north and two south), each of which are on a purple teleporter set, consisting of an origin portal joined to a destination portal. The teleporters will form a plus pattern. The fireballs will later be teleported to the new locations and then explode in an untelegraped large circular AoE (Burn).
- Cryptic Portal: Each purple teleporter will rotate either clockwise (orange arrows) or counterclockwise (blue arrows), which will change its destination portal position. Will also inflict each player with the Forbidden Passage debuff, preventing them from being transported by a teleporter.
- Firesteel Strike: As the teleported fireball explosion resolve, the boss will jump on two random players, dealing damage in a large circular AoE and inflicting Magic Vulnerability Up. Any other players caught in the AoE will be knocked back into the wall. This knockback cannot be prevented with knockback immunities.
- Blessed Beacon: The boss will then sequentially target two players with Magic Vulnerability Up with a line AoE that will kill them unless another player stands in front of them.
- To solve, the party should split into two groups, with the tank and melee DPS going north and the healer and ranged DPS going south.
- Designate one player in each pair to go to one of two fixed locations, while the other player adjusts to one of two locations on the same side of their partner.
- When the teleporter rotation arrows occur, the fixed player will only need to look at which way the vertical teleporter is rotating and go to a fixed location that will be away from where the fireball ends up. This location will be on the corner of one of the four corner tiles that is against the wall and towards the equator of the arena.
- The other player will go to the same side as the fixed player but will consider the rotation of the horizontal teleporter. They will then either go to the opposite corner of the fixed player still on the outer tile, or the middle of the intersection between the two middle rows of tiles.
- If done correctly, all four players will dodge the teleporting fireball explosions while remaining safely spread out for Firesteel Strike.
- Afterwards, the party will need to potentially reorganize into two new pairs to resolve Blessed Beacon. If the boss jumped on both DPS or both supports, then the party can use the same partners (melee DPS + tank and healer + ranged DPS). If the boss jumped on one DPS and one support, the party can use role groups (DPS + DPS and tank + healer). The players who do not have Magic Vulnerability Up will need to stand in front of their partner to prevent lethal damage. The AoEs are relatively wide, so both pairs should be spread far away and not be very deep inside the boss's hitbox.
- It is also possible for all players to stack behind the tank and for them to take both hits using an invulnerability cooldown.
Duty Information
- Duty Finder: V&C Dungeon Finder
- Time Limit: 90
- Phoenix Down: n
Achievements
Music
- Main: Desert Sun
- Final Boss: Finality